Yope3D, the beginning (Part 0)

<p>From the dawn of humanity, humans have always tried to understand and estimate the behavior of objects in the real world. It first started with just our eyes and minds, estimating the trajectories of projectiles like spears and arrows, for our survival. Then, as technology advanced, so did our methods. With the discovery of physics, humanity was able to estimate the trajectory of things much more precisely, with equations of motion describing their path at any point in time. Further, with the advancement of calculus, we were able to describe the trajectories of much more complicated motions of real world objects with infinite precision. But, with the technological advancement of computers, some might say we took a step backward. From the infinite to the finite. However, from computers, we gained an immeasurable benefit from flexibility. Whereas calculus can describe the motion of an object with infinite precision, it can only do so in rigorous setups where variables are controlled and motion is not at all realistic. In the real world, there is always some other factor to consider that, if included, makes the calculus impossible to use.</p> <p>However, computers bypass this. With their extreme computing power, it is possible to effectively model real world motions of objects and systems of objects, something games and other realistic mediums strive to achieve. This is what the Yope3D project aims to achieve, to create a comprehensive physics engine that models the interactions between objects realistically and efficiently, for the purposes of game development.&nbsp;</p> <p><a href="https://medium.com/@yugumish/yope3d-the-beginning-part-0-073f95a4c8eb"><strong>Click Here</strong></a></p>
Tags: Yope3D