Our graphics look fine. The game on the other hand feels a little strange. Objects move in a quite unpredictable manner. When we drop a ball it bounces higher than the initial height. Gravity does not feel real. What is wrong with the game after all? What did we do wrong?
Do not panic. It is obvious that the implementation of the physics and the mathematics you used have some flaws. In this series we present some elementary math and physics to get you started. The main purpose of this effort is to show the importance of physics in games.
The human brain expect the objects to behave as they do in our everyday experience. So the same laws have to apply in the virtual world of games as well. This is what we are trying to initiate here.
In this tutorial we address the mathematics (geometry) of steering and turning. How can we calculate the path our car follows when we turn the wheel? It is not that hard to calculate the exact line the car follows and even compensate for some sliding with the applications of simple physics laws.
Our perception of the world and events has to do with time. Everything happens at some speed and that is what we need. A car covers some distance at a specific time interval while a free falling object accelerates at a standard rate. Another thing is the processing speed of different computer systems...