Representation of models for solving real-world physics problems
Proceedings of the sixth conference on Artificial intelligence applications
High order Runge-Kutta methods on manifolds
proceedings of the on Numerical analysis of hamiltonian differential equations
AfriGraph '01 1st International Conference on Virtual Reality, Computer Graphics and Visualization in Southern Africa ( formerly known as SAGA 2001 )
Minimal hierarchical collision detection
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Evaluation and Design of Filters Using a Taylor Series Expansion
IEEE Transactions on Visualization and Computer Graphics
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A physics engine in computer games takes charge of the calculations simulating the physical world. In this paper, we evaluate the performance of three numerical integral methods: Euler method, Improved Euler method, and Runge-Kutta method. We utilized a car moving game for the simulation experiments logging fps (frame per second). Each numerical integral was evaluated under two different settings, one with collision detection and the other without it. The simulation environment without collision detection was divided into two sections, a uniform velocity section and a variable velocity section. The Euler method was shown to have the best fps in the simulation environment with collision detection. Simulation with collision detection shows similar fps for all three methods and the Runge-Kutta method showed the greatest accuracy. Since we tested with rigid bodies only, we are currently studying efficient numerical integral methods for soft body objects.