Browsing the blog archives for December, 2010

Line Constraint

in Constrained Dynamics, Game Development, Physics

The next equality constraint we will derive is the line constraint. A line constraint is like a prismatic constraint (which will most likely be the next post) except allows rotation about the anchor point. A prismatic constraint constraints the linear motion of the bodies along a line. An example of a prismatic joint might be […]

5 Comments

Weld Constraint

in Constrained Dynamics, Game Development, Physics

The next equality constraint we will derive is the weld constraint. A weld constraint can be used to join two bodies at an anchor point in which the bodies must move and rotate together (all DOF are constrained). This post will differ slightly from the previous posts. A weld joint is basically a revolute joint […]

4 Comments

Angle Constraint

in Constrained Dynamics, Game Development, Physics

The next equality constraint we will derive is the angle constraint. An angle constraint can be used to join two bodies forcing them to have the same rotation. This particular constraint will be added to other constraints (in later posts) to form more complex constraints.

8 Comments

Pulley Constraint

in Constrained Dynamics, Game Development, Physics

The next equality constraint we will derive is the pulley constraint. A pulley constraint can be used to join two bodies at a fixed distance. In addition, the constraint can be used to simulate a block-and-tackle.

7 Comments

Max Distance Constraint

in Constrained Dynamics, Game Development, Physics

As a follow up post to the Distance Constraint post, we can also create a maximum distance constraint using the same solution we found in the Distance Constraint post. The previous solution created a fixed length distance constraint which forced a pair of bodies to be a given length apart. We can simply add an […]

5 Comments