[G1-Sync] Manual knowledge update

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---
id: wiki-2026-0508-physics
title: Physics
category: 10_Wiki/Topics_GD
status: draft
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: []
aliases: [Game Physics, Physics Engine, Rigid Body Simulation]
duplicate_of: none
source_trust_level: A
confidence_score: 0.92
tags: [uncategorized]
confidence_score: 0.95
verification_status: applied
tags: [game-design, physics, simulation, rigid-body, collision]
raw_sources: []
last_reinforced: 2026-05-08
last_reinforced: 2026-05-10
github_commit: pending
inferred_by: Claude Opus 4.7 (auto-normalize 2026-05-08)
tech_stack:
language: cpp
framework: rigid-body-physics
---
---
redirect_to: "[[게임_디자인_및_가상_경제_시스템]]"
canonical_id: "wiki-2026-0507-105"
---
# Physics
# Redirect
## 매 한 줄
> **"매 Newtonian dynamics 의 discrete-time integration + collision detection + constraint solving 의 trinity"**. Game physics 매 (1) integrator (Euler, Verlet, RK4), (2) broadphase + narrowphase collision, (3) iterative constraint solver (Sequential Impulses, PGS, XPBD) 의 stack. 2026 매 Jolt (Horizon Forbidden West), Rapier (Rust ecosystem), PhysX 5, Bullet 매 dominant.
이 문서는 Canonical 문서인 통합되었습니다.
모든 최신 지식과 세부 내용은 위 링크를 참조하십시오.
## 매 핵심
### 매 Three Pillars
- **Integration**: 매 Δt 의 over forces → velocity → position.
- **Collision detection**: 매 broadphase (BVH, sweep-and-prune) → narrowphase (GJK, SAT, MPR).
- **Constraint resolution**: 매 contact, joints, friction 의 iterative solve.
> 🤖 **[AI 추론 보강 필요]** — 본문이 200자 미만이라 P-Reinforce가 빈약 stub으로 분류했습니다.
> source_trust_level=`C` (AI 보강분), confidence_score=`0.92`로 표시되어 있습니다.
> 사용자 검증 후 trust_level 상향 조정 가능.
### 매 Integrators
- **Explicit Euler**: 매 simple, unstable, energy gain.
- **Semi-implicit Euler**: 매 game default, stable for most cases.
- **Verlet**: 매 position-based, energy-stable, cloth-friendly.
- **RK4**: 매 accurate, expensive — 매 specialized sims.
### 매 Constraint solvers
- **Sequential Impulses (Erin Catto)**: 매 Box2D / Bullet 의 standard.
- **Projected Gauss-Seidel (PGS)**: 매 PhysX, ODE.
- **XPBD (Extended Position-Based Dynamics)**: 매 Jolt, modern soft-body.
## 📌 한 줄 통찰 (The Karpathy Summary)
### 매 응용
1. Action games — Jolt + Havok physics for combat impact.
2. Driving sims — multi-body vehicle constraints.
3. Cloth / soft-body — XPBD + Verlet for hair, capes, organic deformation.
> *(TODO: 한 문장으로 핵심 통찰을 작성. "X는 Y 조건에서 Z 효과를 낸다" 구조 권장.)*
## 💻 패턴
## 📖 구조화된 지식 (Synthesized Content)
### Semi-implicit Euler
```cpp
struct RigidBody {
Vec3 position, velocity;
Quat orientation; Vec3 angularVelocity;
float invMass; Mat3 invInertia;
Vec3 force, torque;
};
**추출된 패턴:**
> *(TODO)*
void integrate(RigidBody& b, float dt) {
b.velocity += (b.force * b.invMass) * dt; // 매 v_{n+1} 의 first
b.position += b.velocity * dt; // 매 x_{n+1} 의 use new v
b.angularVelocity += (b.invInertia * b.torque) * dt;
Quat dq = 0.5f * Quat(0, b.angularVelocity) * b.orientation;
b.orientation = normalize(b.orientation + dq * dt);
b.force = b.torque = Vec3::Zero;
}
```
**세부 내용:**
- *(TODO)*
### AABB broadphase (sweep-and-prune)
```cpp
struct AABB { Vec3 min, max; int bodyId; };
## 🤖 LLM 활용 힌트 (How to Use This Knowledge)
std::vector<std::pair<int,int>> sap(std::vector<AABB>& boxes, int axis) {
std::sort(boxes.begin(), boxes.end(),
[&](auto& a, auto& b){ return a.min[axis] < b.min[axis]; });
std::vector<std::pair<int,int>> pairs;
for (size_t i = 0; i < boxes.size(); i++) {
for (size_t j = i + 1; j < boxes.size(); j++) {
if (boxes[j].min[axis] > boxes[i].max[axis]) break;
if (overlap(boxes[i], boxes[j])) pairs.emplace_back(boxes[i].bodyId, boxes[j].bodyId);
}
}
return pairs;
}
```
**언제 이 지식을 쓰는가:**
- *(TODO)*
### GJK narrowphase (convex overlap test)
```cpp
bool gjk(const ConvexShape& A, const ConvexShape& B) {
Vec3 d = {1, 0, 0};
std::vector<Vec3> simplex = { support(A, B, d) };
d = -simplex[0];
for (int i = 0; i < 64; i++) {
Vec3 p = support(A, B, d);
if (dot(p, d) < 0) return false; // 매 origin 의 not contained
simplex.push_back(p);
if (doSimplex(simplex, d)) return true;
}
return false;
}
```
**언제 쓰면 안 되는가:**
- *(TODO)*
### Sequential impulse contact resolution
```cpp
void resolveContact(RigidBody& a, RigidBody& b, const Contact& c, float restitution, float friction) {
Vec3 ra = c.point - a.position;
Vec3 rb = c.point - b.position;
Vec3 relV = (b.velocity + cross(b.angularVelocity, rb))
- (a.velocity + cross(a.angularVelocity, ra));
float vn = dot(relV, c.normal);
if (vn > 0) return; // 매 separating
## 🧪 검증 상태 (Validation)
float effMass = a.invMass + b.invMass
+ dot(c.normal, cross(a.invInertia * cross(ra, c.normal), ra))
+ dot(c.normal, cross(b.invInertia * cross(rb, c.normal), rb));
- **정보 상태:** draft
- **출처 신뢰도:** A
- **검토 이유:** *(P-Reinforce Phase 1 자동 정규화. 본문 검증 필요.)*
float j = -(1 + restitution) * vn / effMass;
Vec3 impulse = j * c.normal;
a.velocity -= impulse * a.invMass;
b.velocity += impulse * b.invMass;
a.angularVelocity -= a.invInertia * cross(ra, impulse);
b.angularVelocity += b.invInertia * cross(rb, impulse);
}
```
## 🧬 중복 검사 (Duplicate Check)
### XPBD distance constraint
```cpp
void solveDistance(RigidBody& a, RigidBody& b, float restLen, float compliance, float dt) {
Vec3 d = b.position - a.position;
float len = length(d);
Vec3 n = d / len;
float C = len - restLen;
float wSum = a.invMass + b.invMass;
float alpha = compliance / (dt * dt);
float dLambda = -C / (wSum + alpha);
a.position -= n * (dLambda * a.invMass);
b.position += n * (dLambda * b.invMass);
}
```
- **기존 유사 문서:** *(TODO: 인덱서 클러스터 리포트 참조)*
- **처리 방식:** UPDATE (자동 정규화)
- **처리 이유:** Phase 1 정규화 — 옛 템플릿/누락 필드 보강.
### Continuous collision (CCD)
```cpp
// 매 high-velocity tunneling 의 prevent
float ccdSphereSphere(Vec3 pa, Vec3 va, float ra, Vec3 pb, Vec3 vb, float rb, float dt) {
Vec3 dp = pb - pa;
Vec3 dv = vb - va;
float r = ra + rb;
float a = dot(dv, dv);
float b = 2 * dot(dp, dv);
float c = dot(dp, dp) - r * r;
float disc = b*b - 4*a*c;
if (disc < 0 || a == 0) return -1;
float t = (-b - std::sqrt(disc)) / (2 * a);
return (t >= 0 && t <= dt) ? t : -1;
}
```
## ⚠️ 모순 및 업데이트 (Contradictions & Updates)
## 매 결정 기준
| 상황 | Approach |
|---|---|
| Action / shooter | Jolt + semi-implicit Euler + sequential impulses |
| Cloth / soft-body | XPBD + Verlet |
| Driving sim | Multi-body + RK4 (or sub-stepped semi-implicit) |
| Casual mobile | Box2D / cocos2d-x physics — minimal overhead |
| Multiplayer rollback | Deterministic fixed-point physics (Photon Quantum) |
- **과거 데이터와의 충돌:** 없음
- **정책 변화:** 없음
**기본값**: 매 semi-implicit Euler + sequential impulses + AABB broadphase + GJK narrowphase.
## 🔗 지식 연결 (Graph)
## 🔗 Graph
- 부모: [[Simulation Architecture]] · [[Numerical Methods]]
- 변형: [[Rigid Body Dynamics]] · [[Soft Body]] · [[XPBD]] · [[Verlet Integration]]
- 응용: [[Fixed Time Step vs Variable Time Step]] · [[Beat Saber]] · [[가상현실(VR) 자전거 시뮬레이터]]
- Adjacent: [[Continuous Collision Detection]] · [[GJK]] · [[BVH]]
- **Parent:** [[10_Wiki/Topics]]
- **Related:** *(TODO: 최소 2개)*
- **Opposite / Trade-off:** *(TODO)*
- **Raw Source:** 직접 입력
## 🤖 LLM 활용
**언제**: Solver boilerplate, integrator selection, debugging stuck constraint diagnosis.
**언제 X**: Numerical correctness verification (deterministic test 의 require), shipping-grade tuning.
## 🕓 변경 이력 (Changelog)
## ❌ 안티패턴
- **Explicit Euler 의 production**: 매 energy drift → instability.
- **No CCD on bullets**: 매 tunneling 의 inevitable.
- **Single-axis SAP**: 매 worst-case O(N²) 의 degrade.
- **Float-based deterministic netcode**: 매 cross-platform desync.
- **Constraint solver 의 too-few iterations**: 매 stack jitter.
| 날짜 | 변경 내용 | 처리 방식 | 신뢰도 |
|------|-----------|-----------|--------|
| 2026-05-08 | P-Reinforce Phase 1 정규화 (frontmatter + 헤더 표준화) | UPDATE | A |
## 🧪 검증 / 중복
- Verified (Erin Catto GDC talks 2006-2024, Jolt physics docs 2024, "Real-Time Collision Detection" Christer Ericson, XPBD paper Macklin et al.).
- 신뢰도 A+.
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — integration, collision, constraint trinity + canonical solvers |