Lesson 218

Animation & Physics Simulation

Keyframes · Interpolation · Integration · Collisions

1:00

How games and films make things move believably — from artist keyframes and interpolation to numerically integrated forces, stable integrators, cloth simulation, collision detection, and skeletal kinematics.

By the end, you can

  • Distinguish authored motion from simulated motion and give an example of each.
  • Compute a lerp value for given endpoints and a t parameter.
  • Explain why explicit Euler can explode and under what condition it stays stable.
  • Apply the Verlet recurrence formula to compute a next position.
  • Describe how a mass-spring cloth simulation works (particles, sticks, constraint relaxation).
  • Explain the two-phase collision detection pipeline and the cost savings of a broad phase.
  • Contrast forward kinematics with inverse kinematics and state a use case for each.
  • Trace the fixed-timestep accumulator loop and explain why it prevents non-deterministic physics.
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