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 detailsStructured online seminars for designers and developers who want to build physically accurate 3D games — with real feedback and deep topic analysis.
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.
Each seminar isolates one physics subsystem — joints, forces, broadphase detection — and examines it from first principles before moving to implementation.
Structured exchange between participants is part of every session. Disagreements about approach get worked out in the room, not avoided.
Assignments use real engine environments — Godot, Unity, Unreal — so the gap between theory and a running simulation stays narrow.
Physics APIs change with engine releases. The seminar material is reviewed each cycle against current engine documentation — not written once and left to age.
Sessions cover Godot 4, Unity 2023 LTS, Unreal 5, and custom C++ integrations using Bullet Physics.
From basic rigid body setup to constraint networks and deterministic simulation for multiplayer contexts.

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