• 游戏的三种联网模式有： 单机 弱联网 强联网 C/S架构： Server服务器 Client客户端 强联网 自己计算： 圆形检测，Dentist； AABB； 包围盒：Collider； 场景中计算： 八叉树：三维坐标，8个...Center：中...
游戏的三种联网模式有：

单机
弱联网
强联网

C/S架构：

Server服务器
Client客户端

强联网

自己计算：

圆形检测，Dentist；
AABB；
包围盒：Collider；

场景中计算：

八叉树：三维坐标，8个象限，同一象限内物体两两计算。

属性
Collider（包围盒）：

IsTrigger：将包围盒变成触发器，只触发事件，不渲染效果；
Center：中心点；
Direction：方向；
Mash：网格（Convex，立方体）；

Rigidbody：
发生碰撞条件：
碰撞物体必须互相都有包围盒；
两个物体有一个Rigidbody即可；

Mass：质量；
Drag：阻力：
Angluar Drag：角阻力；
Use Gravity：使用重力；
Is Kinematic：运动学（需要移动，需要碰撞的时候，使用代码移动）；
Interpolate：插值；

Interpolate：插值（两帧之间的物理效果）；
Extrapolate

Collisioin Detection：碰撞检测

Discrete：不检测；                             速度太快检测不到碰撞效果；
Continuous：持续检测；
Continuous Dynamic：持续动态检测；
Continuous Speculative：高频检测；     用于检测子弹等高速物体；

Constraints：Freeze

Position：冻结位置；
Rotation：冻结轴旋转；

velocity：属性值，速度；


展开全文
• </code> member to the <code>RigidBody</code> class, but doesn't use it for anything yet. Both <code>constructModelmex</code> and <code>URDFRigidBodyManipulator</code> set the <code>joint</code> ...
• DrakeJoint in RigidBody" (#344) <p>Adds a <code>std::unique_ptr<DrakeJoint></code> member to the <code>RigidBody</code> class, but doesn't use it for anything yet. Both <code>...
• - [ ] Remove <a href="https://github.com/RobotLocomotion/drake/blob/master/drake/systems/plants/CMakeLists.txt#L12">dependency of <code>RigidBodyTree.cpp</code> on <code>parser_common.cc</code></a>....
• <div><p>This extracts from #4363 the changes to <code>RigidBodyTree</code>. It removes the parsing code from RigidBodyTree, which paves the way for moving the parsers into their own libraries, which ...
• .../bullet/RigidBody.hx:461: characters 8-25 : bullet.RigidBody has no field setWorldTransform .../bullet/RigidBody.hx:257: characters 100-122 : bullet.CollisionObject has no field CF_NO_CONTACT_...
• The solution, to reference cache entries by body id (an int) rather by a pointer to the <code>RigidBody</code>. The solution is simple, place the entries in the cache in the exact same order bodies ...
• <div><p>I was working on compiling and installing drake from rigidbody. I got pretty far, up to the make step, but I got the error posted below. Have any of you ever gotten this error? I'm on ...
• <div><p>If there is a passive rigidbody which is child of another object and the parent object is being moved via script the passive rigidbody will not follow, even though it should. Because passive ...
• <div><p>This is a more focused version of #1544 which just adds some initial bindings for RigidBodyTree and IK. Currently, everything works in both Python and Matlab, which is really exciting. The ...
• Essentially just a simple refactor that changes <code>RigidBody</code> by <code>RigidBody<double></code>. <code>RigidBody<T></code> is only used withing implementations already templated ...
• <div><p>Renamed them to be Rigid/body::position_start_index_ and RigidBody::velocity_start_index_. Added accessors. <p>Builds upon #2905. <p>Public access to mutable class member variables is a big no...
• <div><p>…ies(), and RigidBodyTree::GetBody(). <p>Resolves https://github.com/RobotLocomotion/drake/issues/3142.</p> <p>This change is ...
• <ol><li>Add an input parameter called <code>include_acceleration_terms</code> to <code>RigidBodyTree::inverseDynamics()</code>.</li><li>Add <code>RigidBodyTree::EvalGravityForces()</code> that calls ...
• The next step is to further decouple the <code>RigidBodyTree</code> from the URDF parser by making them only exchange information using a <code>Model</code> container object. <p>This change is ...
• ll work on further decoupling the parsers from the <code>RigidBodyTree</code> using <code>Model</code> container objects. <p>This change is ...
• Since joints cannot be added without having a body attaching to it, the method belongs to the <code>RigidBody</code> (think of the joint as adding DOF's). <p>This change is ...
• <div><p>When I use GDScript to update global position of RigidBody2D (as done <a href="https://github.com/iamdejan/godot-simple-pong/blob/efe1eb4e5c2412a8850ce8100201b2cf7a05aea6/Ball.gd#L7-L8">here),...
• <div><p>This extracts <code>RigidBody::CollisionElement</code> into its own files <code>rigid_body_collision_element.{h,cc}</code> and class <code>RigidBodyCollisionElement, and updates all of the ...
• <p><code>RigidBodyTree::computePositionNameToIndexMap()</code> returns a <code>std::map</code> where the key is a joint position's name and the value is its index within the <code>RigidBodyTree...
• s relatively simple for me to imagine templating the RigidBody class on ScalarType and having the inertial parameters potentially become autodiff. Then we would want to design the interface -- off the...
• <p>Modify the constructor of <code>RigidBodyTree</code> to set the model instance ID of the <code>RigidBody</code> representing the world using the following code: <pre><code> b->set_model_instance...
• <div><p>This goes towards the goal of decoupling the <code>RigidBodyTree</code> from the parsers. The layering should be: parsers depend on <code>RigidBodyTree</code> and <em>not the other way around...
• <div><p>A first pass at adding torsional springs to RigidBodyTree. This implementation adds them to DrakeJoint, and then generates the spring forces in a manner similar to frictionTorques. No URDF ...
• RigidBodyTree::doKinematics<:block>, -1, 1, false>, Eigen::Block<:matrix>, -1, 1, false> >(Eigen::MatrixBase<:block>, -1, 1, false> > const&, Eigen::MatrixBase<...
• Both of these methods use the SDF parser, which calls <code>RigidBodyTree::compile()</code> internally. Thus, <code>AutomotiveSimulator</code> does not need to call <code>RigidBodyTree::compile()...
• The ability to clone RigidBodyTree is necessary to support <code>RigidBodyTree:: DoToAutoDiffXd()</code>. <p>This change is <a href="https://reviewable.io/reviews/robotlocomotion/drake/4958"><img ...
• the issue remains but it now references <code>MultibodyPlant(whereas it originally referenced <code>RigidBodyTree). Concrete code examples (and output) have been excised as not compiling against ...

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