Muiris Woulfe and Michael Manzke ‘Towards a Field-Programmable Physics Processor (FP³)’ in proceedings of the 7th Irish Workshop on Computer Graphics (Eurographics Ireland Chapter 2006), Dún Laoghaire, Dublin, Ireland, 31 October 2006, ed. Catherine Noonan, IADT Dun Laoghaire, 2006, pp 44 - 50
In this paper, we outline the design and implementation of an FPGA-based numerical integrator that will ultimately
form the basis of our FPGA-based physics engine. Physics engines are considered one of the most important
of a multitude of components requesting CPU time in a modern computer game, and so we propose
offloading aspects of this physics computation to an FPGA-based physics engine. We aim to ameliorate the speed
of the physics computation in concert with the other game components. Currently, our physics processor uses
the fourth-order Runge-Kutta numerical integration algorithm to solve the ordinary differential equations used
in game physics. Our analyses indicate that the performance of our physics processor should surpass that of the
equivalent software executing on a CPU when several objects are simulated.
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