So far, I’ve mostly been working on rotational mechanics – multibody models where each mass only has one rotational degree of freedom and two state variables (angle and angular velocity). Every now and then, I use some commercially available tools to simulate more complex 2d and 3d models – often being surprised by how slow simulation is. At the same time, I’ve been wondering a lot:
- how I’d actually model these problems by hand – especially when additional boundary conditions and/or contacts are involved.
- why some video games seem to be able to include complex dynamics with detailed contact and collisions involved, simulating in real time (while commercial multibody simulation often takes hours to calculate a few seconds of dynamic behavior).
An important answer to these questions is the topic of impulse-based dynamics. I stumbled upon it in some amazing literature from Prof. Jan Bender (see http://www.interactive-graphics.de/) and so far I’ve been experimenting a bit with the method myself. This post today features a small and practical introduction to modelling boundary conditions in impulse-based mechanics.