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|Session Name:||Physics for Game Programmers|
|Speaker(s):||Erin Catto, Erwin Coumans, Stephen Frye, Takahiro Harada, Richard Tonge, Gino van den Bergen|
|Company Name(s):||Blizzard Entertainment, Advanced Micro Devices, Electronic Arts, AMD, NVIDIA Corporation, DTECTA|
|Track / Format:||Programming|
As the visual quality of games has improved, more attention has been given to other aspects of a game to increase the feeling of reality during gameplay and distinguish it from its competitors. One of the most rapidly growing fields is physical simulation, as shown by many of the latest games, from those on mobile platforms to AAA console games. Creating such a simulation may appear to be a daunting task, but given the right background it is not too difficult, and can add a great deal of realism to animation systems, and interactions between avatars and the world.
10:00-11:00am- Collision Detection
11:00am-12:00pm- Solving Rigid Body Contacts
2:30-3:30pm- Tackling Physics
3:30-4:00pm- Fluid Techniques
Speaker: Takahiro Harada