<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" media="screen" href="/App_Themes/default/rss.xslt"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:media="http://search.yahoo.com/mrss/" xmlns:evnet="http://www.mscommunities.com/rssmodule/"><channel><title>Comment Feed for Brian Beckman: The Physics in Games - Real-Time Simulation Explained (Charles on Channel 9)</title><atom:link rel="self" type="application/rss+xml" href="http://channel9.msdn.com/posts/charles/brian-beckman-the-physics-in-games-real-time-simulation-explained/rss/default.aspx" /><image><url>http://mschnlnine.vo.llnwd.net/d1/Dev/App_Themes/C9/images/feedimage.png</url><title>Comment Feed for Brian Beckman: The Physics in Games - Real-Time Simulation Explained (Charles on Channel 9)</title><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/</link></image><description>Brian Beckman: The Physics in Games - Real-Time Simulation Explained</description><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/</link><language>en-us</language><pubDate>Tue, 26 Jun 2007 09:58:17 GMT</pubDate><lastBuildDate>Tue, 26 Jun 2007 09:58:17 GMT</lastBuildDate><generator>EvNet (EvNet, Version=1.0.3599.6114, Culture=neutral, PublicKeyToken=null)</generator><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>Yeah, Jos Stam did some fine work for the Maya fluid solver. The idea of the semi-lagrangian approach is simple and effective. But he isn't the only one who worked on ideas for real time fluid dynamics. :)&lt;br&gt;&lt;br&gt;I like NextLimit's particle based fluid/multiphysics approach.&lt;br&gt;&lt;br&gt;As someone above mentioned, using rod frameworks in games is older than RoR. Bridge builder and the 3D successor Pontifex were games using the same idea long before RoR. But RoR has a quality of it's own and the new refreshing idea of using these rods for cars and airplanes.&lt;br&gt;&lt;br&gt;Somebody said that MSFS is missing a real physical approach for simulating flying objects - that's why I'm flying with X-Plane that uses "proper" physics (blade element theory) instead of lookup-tables.&lt;br&gt;&lt;br&gt;What I'm afraid of is that all the CPU power we have now will only be used for destruction modeling in first person shooters. I'm waiting for a game that makes intelligent use of the possibilities. Smashing crates realistically with a crowbar can't be everything :)&lt;br&gt;</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=320135</link><pubDate>Tue, 26 Jun 2007 09:58:17 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=320135</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/320135/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Yeah, Jos Stam did some fine work for the Maya fluid solver. The idea of the semi-lagrangian approach is simple and effective. But he isn't the only one who worked on ideas for real time fluid dynamics. :)I like NextLimit's particle based fluid/multiphysics approach.As someone above mentioned, using&amp;#8230;</evnet:previewtext><dc:creator>albedo</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/320135/Trackback.aspx</trackback:ping></item><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>Can you please convert these&amp;nbsp;videos to a compress formatt[H]</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=319255</link><pubDate>Fri, 22 Jun 2007 13:28:04 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=319255</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/319255/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Can you please convert these&amp;nbsp;videos to a compress formatt[H]</evnet:previewtext><dc:creator>Lunga</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/319255/Trackback.aspx</trackback:ping></item><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>using particles for simulation of other stuff is a cool concept :) if you find rigsofrods impressive, you should check out maya8.5 and&amp;nbsp;and its new solver, autodesk nucleus.. (implemeted in maya as ncloth) its a bad (I need to watch my language) cloth solver that is also ment to be used for other stuff..what has this got to do with realtime physics you ask? well maya and nucleus can be used in real time.. its really ment to preview and setup scenes but it also great fun to play with :) check it out:&lt;BR&gt;&lt;BR&gt;http://www.autodesk.com/nucleus&lt;BR&gt;&lt;BR&gt;jos stam is the guy worth remembering as well.. he created nucleus as well as alot of fluid dynamic stuff.. (also implemeted in maya btw) if you look at the silverliht sample above, you'lls se that jos wrote the paper that that demo is build on :)</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=318765</link><pubDate>Wed, 20 Jun 2007 12:29:41 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=318765</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/318765/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>using particles for simulation of other stuff is a cool concept :) if you find rigsofrods impressive, you should check out maya8.5 and&amp;nbsp;and its new solver, autodesk nucleus.. (implemeted in maya as ncloth) its a bad (I need to watch my language) cloth solver that is also ment to be used for&amp;#8230;</evnet:previewtext><dc:creator>Allan Lindqvist</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/318765/Trackback.aspx</trackback:ping></item><item><title>The idea is NOT new, BridgeBuilder and 1NSANE used it already in 2000</title><description>I have known about Rigs of Rods for several months and I like the idea behind it, as it has some potential.&lt;BR&gt;&lt;BR&gt;&lt;BR&gt;I have to mention some facts that other may not know or simply forgot.&lt;BR&gt;&lt;BR&gt;First of all, in 2000, two games have used exactly the same methodes to introduces very good game physics.&lt;BR&gt;&lt;BR&gt;The car action-racing&amp;nbsp;PC game "&lt;STRONG&gt;1NSANE&lt;/STRONG&gt;":&lt;BR&gt;&lt;a href="http://www.codemasters.com/insane/eng/html/index_htmlnav.html"&gt;http://www.codemasters.com/insane/eng/html/index_htmlnav.html&lt;/a&gt;&lt;BR&gt;&lt;BR&gt;... and "&lt;STRONG&gt;BridgeBuilder&lt;/STRONG&gt;" (a strategy game around building train-bridges):&lt;BR&gt;&lt;a href="http://www.bridgebuilder-game.com/"&gt;http://www.bridgebuilder-game.com/&lt;/a&gt;&lt;BR&gt;&lt;BR&gt;&lt;BR&gt;Both of them use the very same methodes as RoR uses, and both have been released back in 2000. So neither the idea nor the result that it is a reasonable technology are new. &lt;BR&gt;&lt;BR&gt;Why no one else is using better physic engine implementations is beyond me. Most games use a trivial physic engine and that's why most games (car, flight, etc. games) feel unrealistic. For example Flight Simulators physic engine (as of v. 2004) still feels as unrealistic and simple as v. 1995.&lt;BR&gt;&lt;BR&gt;&lt;BR&gt;&lt;BR&gt;btw., I am still waiting for "&lt;STRONG&gt;Loose Cannon&lt;/STRONG&gt;", a GTA-alike game which has been developed by Digital Anvil, now part of MSFT Game Studios.</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=317833</link><pubDate>Fri, 15 Jun 2007 18:10:42 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=317833</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/317833/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>I have known about Rigs of Rods for several months and I like the idea behind it, as it has some potential.I have to mention some facts that other may not know or simply forgot.First of all, in 2000, two games have used exactly the same methodes to introduces very good game physics.The car&amp;#8230;</evnet:previewtext><dc:creator>frik_c9</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/317833/Trackback.aspx</trackback:ping></item><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>&lt;BLOCKQUOTE&gt;&lt;div&gt;mrshrinkray wrote:&lt;/div&gt;&lt;div&gt;﻿I get the feeling a lot of this went Woosh over the interviewers head (or boredom)!&lt;BR&gt;&lt;/div&gt;&lt;/BLOCKQUOTE&gt;&lt;BR&gt;&lt;BR&gt;Boredom? No way. I like to listen to Brian and learn, so that's what I did. Over my head? Sure, some of it. I'm not a physicist and I don't write simulation software. That said, one of my majors in college was math, so I in fact understood what he was talking about...&lt;BR&gt;&lt;BR&gt;C</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=317130</link><pubDate>Tue, 12 Jun 2007 23:51:54 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=317130</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/317130/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>mrshrinkray wrote:﻿I get the feeling a lot of this went Woosh over the interviewers head (or boredom)!Boredom? No way. I like to listen to Brian and learn, so that's what I did. Over my head? Sure, some of it. I'm not a physicist and I don't write simulation software. That said, one of my majors in&amp;#8230;</evnet:previewtext><dc:creator>Charles</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/317130/Trackback.aspx</trackback:ping></item><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>I get the feeling a lot of this went Woosh over the interviewers head (or boredom)!&lt;br&gt;&lt;br&gt;When talking about divergence, how is this accounted for when the formula is used for tyre manufacturers for cars going low speeds?&lt;br&gt;</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=317128</link><pubDate>Tue, 12 Jun 2007 23:21:10 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=317128</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/317128/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>I get the feeling a lot of this went Woosh over the interviewers head (or boredom)!When talking about divergence, how is this accounted for when the formula is used for tyre manufacturers for cars going low speeds?</evnet:previewtext><dc:creator>mrshrinkray</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/317128/Trackback.aspx</trackback:ping></item><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>This is awesome.&amp;nbsp; I love hearing from Brian.&amp;nbsp; He has a great way of talking about a problem from a higher level and still giving a lot of the detail.&amp;nbsp; I also love the fact that he doesn't start every sentence with "So..."&amp;nbsp; That must have been difficult for him being around so many people that have adopted that annoying habit.&lt;BR&gt;&lt;BR&gt;In any case I want more from Brian.&amp;nbsp; You could spend a whole week with him and I would watch.&amp;nbsp; Thanks Charles for a good video. Try to figure out the formula of what you did right on this video and repeat!</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=317002</link><pubDate>Tue, 12 Jun 2007 13:48:25 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=317002</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/317002/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>This is awesome.&amp;nbsp; I love hearing from Brian.&amp;nbsp; He has a great way of talking about a problem from a higher level and still giving a lot of the detail.&amp;nbsp; I also love the fact that he doesn't start every sentence with "So..."&amp;nbsp; That must have been difficult for him being around so&amp;#8230;</evnet:previewtext><dc:creator>Joiseystud</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/317002/Trackback.aspx</trackback:ping></item><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>.</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316922</link><pubDate>Tue, 12 Jun 2007 07:34:24 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316922</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/316922/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>.</evnet:previewtext><dc:creator>nicholaskirk11</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/316922/Trackback.aspx</trackback:ping></item><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>Very interesting, engaging and even visual.&amp;nbsp; Nice one Dr. Beckman and Mr. Torre!</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316877</link><pubDate>Tue, 12 Jun 2007 02:40:38 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316877</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/316877/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Very interesting, engaging and even visual.&amp;nbsp; Nice one Dr. Beckman and Mr. Torre!</evnet:previewtext><dc:creator>Adam Kinney</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/316877/Trackback.aspx</trackback:ping></item><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>A truely informative and interesting video&lt;br&gt;&lt;br&gt;great stuff&lt;br&gt;&lt;br&gt;look forward to more like that&lt;br&gt;</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316712</link><pubDate>Mon, 11 Jun 2007 17:59:14 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316712</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/316712/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>A truely informative and interesting videogreat stufflook forward to more like that</evnet:previewtext><dc:creator>martin_lovick</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/316712/Trackback.aspx</trackback:ping></item><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>That plasma-pong game mentioned at the end is worth checking out as well.&amp;nbsp; Even if you are not into games, it is a very impressive fluid dynamics simulation.&lt;br&gt;&lt;br&gt;Fluid dynamics + silverlight 1.1 = &lt;a href="http://static.johnspurlock.com/fluid/dynamics"&gt;demo&lt;/a&gt; based off of the same idea&lt;br&gt;</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316637</link><pubDate>Mon, 11 Jun 2007 10:15:30 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316637</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/316637/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>That plasma-pong game mentioned at the end is worth checking out as well.&amp;nbsp; Even if you are not into games, it is a very impressive fluid dynamics simulation.Fluid dynamics + silverlight 1.1 = demo based off of the same idea</evnet:previewtext><dc:creator>JohnSpurlock</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/316637/Trackback.aspx</trackback:ping></item><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>Excellent video, I loved the demo at the end...&lt;br&gt;</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316594</link><pubDate>Mon, 11 Jun 2007 01:39:24 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316594</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/316594/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Excellent video, I loved the demo at the end...</evnet:previewtext><dc:creator>Sean Janis</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/316594/Trackback.aspx</trackback:ping></item><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>Really interesting interview. It's so true that &lt;STRIKE&gt;sometimes&lt;/STRIKE&gt; often&amp;nbsp;people with no legacy in a certain area are able to do the breakthroughs :)</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316476</link><pubDate>Sun, 10 Jun 2007 10:10:53 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316476</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/316476/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Really interesting interview. It's so true that sometimes often&amp;nbsp;people with no legacy in a certain area are able to do the breakthroughs :)</evnet:previewtext><dc:creator>Christian Liensberger</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/316476/Trackback.aspx</trackback:ping></item><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>Near 44:48, there is talk about the vector function that plots like a salad bowl.  I went to race school a few years ago, there was a salad bowl mounted on the dash with a small ball in the bowl.  If you pulled too many G's in any direction the ball would fall out at the same time you would lose grip.  Around 55:10 there is talk about Bill not being a racing fanatic.  I've heard stories about all kinds of moving violations including vehicles from race cars to bulldozers!  I'm sure he has a cool driving rig somewhere.</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316418</link><pubDate>Sat, 09 Jun 2007 16:53:04 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316418</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/316418/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Near 44:48, there is talk about the vector function that plots like a salad bowl.  I went to race school a few years ago, there was a salad bowl mounted on the dash with a small ball in the bowl.  If you pulled too many G's in any direction the ball would fall out at the same time you would lose&amp;#8230;</evnet:previewtext><dc:creator>Joshua Ross</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/316418/Trackback.aspx</trackback:ping></item><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>Yuppers, the Rigs of Rods approach is a great, easy, simple way to simulate stress, strain,&amp;nbsp;permanent deformation, and even breakage. There are also more traditional "continuous media" approaches -- tensor-based approaches. A bit more complicated mathematically, ok, a LOT more complicated mathematically, but which are the only way to go when you have too many rods in your rig :)&amp;nbsp; The continuous-media physics is actually very beautiful: check out "Theory of Elasticity" by Landau &amp;amp; Lifshitz.</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316413</link><pubDate>Sat, 09 Jun 2007 16:01:48 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316413</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/316413/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Yuppers, the Rigs of Rods approach is a great, easy, simple way to simulate stress, strain,&amp;nbsp;permanent deformation, and even breakage. There are also more traditional "continuous media" approaches -- tensor-based approaches. A bit more complicated mathematically, ok, a LOT more complicated&amp;#8230;</evnet:previewtext><dc:creator>LorentzFrame</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/316413/Trackback.aspx</trackback:ping></item><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>&lt;P&gt;Fascinating!&lt;/P&gt;
&lt;P&gt;And what about the mechanics part of the car? The stress in components can be also simulated in these games? A bad move and your gear breaks loose? Or the suspension deformates and changes behavior?&lt;/P&gt;</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316407</link><pubDate>Sat, 09 Jun 2007 15:17:58 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316407</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/316407/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Fascinating!
And what about the mechanics part of the car? The stress in components can be also simulated in these games? A bad move and your gear breaks loose? Or the suspension deformates and changes behavior?</evnet:previewtext><dc:creator>karnokd</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/316407/Trackback.aspx</trackback:ping></item><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>&lt;a href="http://www.enchgallery.com/fractals/fracthumbs.htm"&gt;http://www.enchgallery.com/fractals/fracthumbs.htm&lt;/a&gt;&lt;BR&gt;&lt;BR&gt;has an endless supply of supernal wallpaper&lt;BR&gt;&lt;BR&gt;and this is the screen-saver companion&lt;BR&gt;&lt;BR&gt;&lt;a href="http://www.electricsheep.org/"&gt;http://www.electricsheep.org/&lt;/a&gt;&lt;BR&gt;&lt;BR&gt;</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316402</link><pubDate>Sat, 09 Jun 2007 14:41:26 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316402</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/316402/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>http://www.enchgallery.com/fractals/fracthumbs.htmhas an endless supply of supernal wallpaperand this is the screen-saver companionhttp://www.electricsheep.org/</evnet:previewtext><dc:creator>LorentzFrame</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/316402/Trackback.aspx</trackback:ping></item><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>&lt;P&gt;That's the best ting I've seen on C9 in a LONG time. It was fascinating and&amp;nbsp;informative.&lt;BR&gt;&lt;BR&gt;We've been discussing the vehicle handling&amp;nbsp;of the &lt;a href="http://www.codemasters.com/dirt/index2.php"&gt;DIRT&lt;/a&gt; demo on the Codemasters forum this week (&lt;EM&gt;because it's horrible on some machines and great on others and nobody can tell us why&lt;/EM&gt;) and this just gave me more information about game physics.&lt;/P&gt;</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316401</link><pubDate>Sat, 09 Jun 2007 13:23:14 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316401</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/316401/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>That's the best ting I've seen on C9 in a LONG time. It was fascinating and&amp;nbsp;informative.We've been discussing the vehicle handling&amp;nbsp;of the DIRT demo on the Codemasters forum this week (because it's horrible on some machines and great on others and nobody can tell us why) and this just gave&amp;#8230;</evnet:previewtext><dc:creator>dentaku</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/316401/Trackback.aspx</trackback:ping></item><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>&lt;ol&gt;&lt;li&gt;that's right !!&lt;br&gt;when I created a small simple balls engine using XNA using some&lt;br&gt; of my (unfinished yet) high school physics I saw that all the time I&lt;br&gt; had to make some stupid decisions...&lt;br&gt;and even worse, when stuff are moving fast (relatively to the&lt;br&gt; anount of time we are looking at) you really need to see when&lt;br&gt; were you supposed to stop because of a wall or something and&lt;br&gt; calculate everything back there and than simulate what would&lt;br&gt; happen until the time you are at now...&lt;br&gt;&lt;br&gt;in other words, very simple code turns into a monster...&lt;br&gt;&lt;br&gt;&lt;/li&gt;&lt;li&gt;very very cool post !!!&lt;br&gt;&lt;br&gt;&lt;/li&gt;&lt;li&gt;what's that fractal on the second screen ?&lt;br&gt;&lt;/li&gt;&lt;/ol&gt;</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316397</link><pubDate>Sat, 09 Jun 2007 12:27:58 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316397</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/316397/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>that's right !!when I created a small simple balls engine using XNA using some of my (unfinished yet) high school physics I saw that all the time I had to make some stupid decisions...and even worse, when stuff are moving fast (relatively to the anount of time we are looking at) you really need to&amp;#8230;</evnet:previewtext><dc:creator>shoshan</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/316397/Trackback.aspx</trackback:ping></item><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>He should thrive on "Many Core Era!"&lt;BR&gt;Nice video!&lt;BR&gt;:)</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316396</link><pubDate>Sat, 09 Jun 2007 12:05:54 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316396</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/316396/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>He should thrive on "Many Core Era!"Nice video!:)</evnet:previewtext><dc:creator>iStation</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/316396/Trackback.aspx</trackback:ping></item><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>Thats AWESOME! :D&lt;BR&gt;&lt;BR&gt;Very good video.</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316382</link><pubDate>Sat, 09 Jun 2007 09:26:30 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316382</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/316382/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Thats AWESOME! :DVery good video.</evnet:previewtext><dc:creator>Chadk</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/316382/Trackback.aspx</trackback:ping></item><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>Brian is great, loved the video</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316353</link><pubDate>Sat, 09 Jun 2007 05:08:05 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316353</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/316353/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Brian is great, loved the video</evnet:previewtext><dc:creator>Jonathan Merriweather</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/316353/Trackback.aspx</trackback:ping></item><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>&lt;BLOCKQUOTE&gt;&lt;div&gt;mcampbell wrote:&lt;/div&gt;&lt;div&gt;﻿I like all the download options. Is this new?&lt;BR&gt;&lt;/div&gt;&lt;/BLOCKQUOTE&gt;&lt;BR&gt;&lt;BR&gt;Yes and no :) The options have been there, just not fully implemented. Now they are. Big thanks to the great Duncan Mackenzie for implementing this.&lt;BR&gt;&lt;BR&gt;C</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316344</link><pubDate>Sat, 09 Jun 2007 04:40:38 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316344</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/316344/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>mcampbell wrote:﻿I like all the download options. Is this new?Yes and no :) The options have been there, just not fully implemented. Now they are. Big thanks to the great Duncan Mackenzie for implementing this.C</evnet:previewtext><dc:creator>Charles</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/316344/Trackback.aspx</trackback:ping></item><item><title>Re: Brian Beckman: The Physics in Games - Real-Time Simulation Explained</title><description>I like all the download options. Is this new?&lt;BR&gt;</description><comments></comments><link>http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316342</link><pubDate>Sat, 09 Jun 2007 04:40:20 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/posts/Charles/Brian-Beckman-The-Physics-in-Games-Real-Time-Simulation-Explained/?CommentID=316342</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/316342/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>I like all the download options. Is this new?</evnet:previewtext><dc:creator>mcampbell</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/316342/Trackback.aspx</trackback:ping></item></channel></rss>