Take the 2-minute tour ×
Game Development Stack Exchange is a question and answer site for professional and independent game developers. It's 100% free, no registration required.

When simulating an airplane and a missile, to get them moving in the air we apply a force in one direction. Now an airplane has wings that keeps it afloat while a missile can have fins to stabilize it. In both cases when the force is no longer strong enough, the velocity reduces and the projectiles are bound to succumb to gravity. When that happens, the projectiles naturally don't fall directly to the ground disregarding rotation and other spins based on air resistance and whatever momentum there is left.

My question is, to simulate such behavior how would the Bullet, Nvidia PhysX and Havok physics libraries compare against each other especially with emphasis to the following?

  1. Gravitational pull and momentum acting on the projectiles.
  2. Air resistance acting on the projectiles.
  3. Both 1 and 2 above's behavior can be based on varied levels of a central forward force applied on the projectiles.
share|improve this question
add comment

1 Answer

up vote 2 down vote accepted

If you want to learn about the actual physics involved, I would recommend this book: Mathematics for 3D Game Programming and Computer Graphics, Second Edition

It describes everything from raycasting to box collisions to realistic trajectories. I have had it for three years now and it has never let me down.

share|improve this answer
add comment

Your Answer

 
discard

By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.