Learn to build your own game physics engine. By the end of this mini-course course you will have gained confidence in translating theories of physics into working game code.
I expect you to have some experience with both Unity 3D, and C# before starting this course. If you don't then check out my Complete Unity Developer course.
Why would you take this course?
Learn to build your own game physics engine. By the end of this mini-course course you will have gained confidence in translating theories of physics into working game code.
I expect you to have some experience with both Unity 3D, and C# before starting this course. If you don't then check out my Complete Unity Developer course.
Why would you take this course?
Note: We are no longer actively supporting this course, however if we do revisit this subject in the future then students on this course will get the updated content.
Access to this course does come with an optional, free community site where you can share games and 3D models, as well as connect with other students.
See you in there.
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What you'll need to start
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In this section we will be dealing with a rigid body, and the effect of forces on it.
We will be working backwards through this list, starting with position and eventually creating components to model the effect of various forces on our game object.
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Create A Force List
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WHAT YOU'VE LEARNT...
http://en.wikipedia.org/wiki/Parallel_axis_theorem
public float magnusConstant = 1f;
private Rigidbody rigidBody;
void Start () {
rigidBody = GetComponent<Rigidbody> ();
}
// Update is called once per frame
void Update () {
rigidBody.AddForce (magnusConstant * Vector3.Cross (rigidBody.angularVelocity, rigidBody.velocity));
}
Congratulations and how to continue your learning.
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