Hello, and welcome to my final blog for this semester on game engine design and implementation. Before I got started on my review of information I just wanted to say thanks to everyone who actually read my blogs, although it's really not necessary, I do appreciate you taking the time to do so.
My first topic for review today is going to be Linear Dynamics.
Linear dynamics is, simply put, the calculations that an engine has and uses to drive the basic movements of objects in a game or program.
Some examples of linear dynamics are the kinematics eqations seen here:
http://www.physicsclassroom.com/class/1DKin/Lesson-6/Kinematic-Equations
Or perhaps some more basic equations that people may have heard of the force and momentum equations:
Force = mass x acceleration (F = ma)
Momentum = mass x velocity (P = mv)
No, I don't know why they use "P" for momentum either :P
Drag = -Mass x mass density x velocity (F = -mpv)
There are also some useful formulas for spring kinematics:
Force = - spring stiffness x distance of compression
Momentum vs Inertia
The most noticeable difference between the two is that momentum is a vector and inertia is a scalar value. I've shown the equation for momentum above, but what about inertia? Inertia is a property of an object, and is typically measured through something called "the moment of inertia".
Rerefences:
http://www.physicsclassroom.com/class/1DKin/Lesson-6/Kinematic-Equations
http://en.wikipedia.org/wiki/Drag_equation
"Momentum vs. Inertia". Saad R. Khattak. November 20, 2014.
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