Lesson 218
Animation & Physics Simulation
Keyframes · Interpolation · Integration · Collisions
1:00How 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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