Need guidance on what math is needed to understand constrained rigid body motion
Hello everyone,
I have been studying math and programming here for the past few weeks with the primary goal to understand the rigid constraints used in physics simulations and physics based games. A good example of this would be Erin Catto's open source physics engine Box2D. A good example of an article I am struggling to understand would be Hubert Eichner's article on rigid body game physics.
Could you please guide me towards the exact topics I need to master? I have several years of programming experience, and a decent grasp of basic classical mechanics, but my math is clearly not up to the task.
Cheers,
Mike
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