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Lecture 17: Intro to Physical Simulation (43)
faywerliu

For the vector (x, y, z) is the z component pointing down?

AadithSrinivasan

For more realistic simulations it would be interesting to see how things like air drag, wind speeds, weather etc. factor into this equation to create a more realistic model

zekailin00

I remember I saw some games with antigravity mechanics. It is very interesting to see that they can be derived from the same gravity formula by transforming the acceleration vector to any direction we want. The constant can also be changed to reflect the gravity on different planets

greeknerd1

How do we simulate gravity in graphics? Do we use a constant vector?

eshaanb5

I think we would use a constant gravitational acceleration for most applications, as this is a valid approximation for most simulations close to the earth's surface, and the error would be negligible.

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