Funny how the computer world and the real world are different.
In the real world, stuff bashes together all the time. Friction and noise can never be escaped. You desperately try to isolate and keep things separate.
In a computer simulation, stuff never bashes together enough. You have to carefully check everything for interaction and calculate the results. It's tough to make things move realistically. Bashing and scraping and friction take a lot of planning and effort.
That's what I'll be writing about next, simulation. I'll start with the simplest possible simulation, and slowly introduce improvements and explain when the improvements are needed.
Up next, "Making Stuff Move: Euler's Method". Don't miss it! :)
(I'll soon be finished with the first bit of actual code for Carbonworks, which will be a framework for an Euler's Method simulation.)
Thursday, October 29, 2009
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