- acceleration: continuous speed change, ignores mass
- force: continuous speed change, considers mass
- impulse: instantaneous speed change, considers mass
- velocity change: instantaneous speed change, ignores mass
- rag doll physics: https://www.youtube.com/watch?v=XKuleYcVF-U
- https://en.wikipedia.org/wiki/Ragdoll_physics
- http://www.havok.com/physics/ I distinctly remember sing that on a CS:GO game in 2016-04-15, when a dead body fell from a platform
- AABB axis-aligned bounding-box http://www.gamasutra.com/view/feature/131833/when_two_hearts_collide_.php
- btRigidBody , the key classdocuments that there are 3 types of bodies:
- Dynamic rigid bodies, with positive mass. Motion is controlled by rigid body dynamics.
- Fixed objects with zero mass. They are not moving (basically collision objects)
- Kinematic objects, which are objects without mass, but the user can move them. There is on-way interaction, and Bullet calculates a velocity based on the timestep and previous and current world transform.
- sleeping object: TODO
- island split algorithm?
- collision primitives: http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=Collision_Shapes
- A few efficient geometric ones + more general meshes of points.
- collision detection:
- http://gamedev.stackexchange.com/questions/34198/when-to-use-collision-detection-methods
- Unity discrete, continuous and Continuous Dynamic demo https://www.youtube.com/watch?v=6qKiSjaJzfo