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Ilvesnak Physics & 3D Game Design Seminars
Physics-Based 3D Game Design

Where physics
meets playable worlds

Structured online seminars for designers and developers who want to build physically accurate 3D games — with real feedback and deep topic analysis.

3D game physics simulation in development environment
How it works

Structure that makes
depth possible

Most game design courses stay at the surface — drag a rigid body here, tweak a friction value there. The seminars at Ilvesnak are built differently. Each session treats physics as a system with internal logic, not a collection of settings to copy.

Participants work through constraint solvers, collision manifolds, and impulse resolution step by step. Discussion is built into the format — questions get answered in context, not in a separate forum thread three days later.

  1. Analytical sessions

    Each seminar isolates one physics subsystem — joints, forces, broadphase detection — and examines it from first principles before moving to implementation.

  2. Peer discussion built in

    Structured exchange between participants is part of every session. Disagreements about approach get worked out in the room, not avoided.

  3. Applied problem sets

    Assignments use real engine environments — Godot, Unity, Unreal — so the gap between theory and a running simulation stays narrow.

Field currency

Content tied to engines
people actually ship with

Physics APIs change with engine releases. The seminar material is reviewed each cycle against current engine documentation — not written once and left to age.

4 Engine environments

Sessions cover Godot 4, Unity 2023 LTS, Unreal 5, and custom C++ integrations using Bullet Physics.

18 Seminar modules

From basic rigid body setup to constraint networks and deterministic simulation for multiplayer contexts.

Physics simulation running in a 3D development environment

Why engine version matters

Godot 4's GDExtension physics layer behaves differently from Godot 3's Bullet integration. Unity's PhysX 4 introduced substep control that changes how soft constraints behave at low frame rates. Seminars address these specifics by name — not as footnotes, but as the main subject.

A selection of what is on offer

Three areas that give a sense of the range — the full programme covers more ground than any single topic here.

Rigid body dynamics

How mass, inertia tensors, and angular velocity interact in a real physics solver. The module works through the math and then implements it inside a running Godot 4 scene with adjustable parameters.

Full details

Collision detection systems

Broadphase versus narrowphase, AABB trees, GJK and EPA algorithms. Participants build a minimal collision system from scratch before connecting it to an engine's existing pipeline.

Full details

Constraint and joint networks

Hinge, slider, and cone-twist joints modelled as velocity constraints. The seminar covers how solvers iterate to satisfy multiple constraints simultaneously and where instability enters the system.

Full details
Developer working through physics simulation problems at a workstation
Who this is for

You have built things.
The physics keeps breaking.

There is a specific frustration that comes from stacking workarounds on a physics system you do not fully understand. Objects tunnel through geometry at high speed. Joints jitter at rest. Constraints explode when more than three bodies interact.

These are not random bugs. Each one points to a specific gap in how the solver is being used. Participants in these seminars typically arrive with working projects that have physics problems they have been patching for months. The seminars address the underlying mechanics, not the symptoms.

6 Weeks per module
8 Max participants per cohort

What participants
say in their own words

These are edited accounts of actual experience — no percentages, no guarantees implied.

"Before the rigid body module I was copying inspector settings from tutorials. Afterwards I could read the PhysX logs and understand what the solver was actually complaining about."

Portrait of Tomáš Vedral
Tomáš Vedral Indie developer, Czech Republic
Shipped a vehicle physics system in Unity after completing the constraints module — something he had abandoned twice before.

"The seminar format made a real difference. Having eight people in the session means someone always asks the question you were too hesitant to raise yourself."

Adaeze Okonkwo Technical designer, Nigeria
Resolved a long-standing joint instability issue in her Godot project during the third session of the constraints module.