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Bachelor-Praktikum: 3D Game Physics - Summer 18

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Term
SS 18
Lecturer
Univ.-Prof. Dr. Hans-Joachim Bungartz,
Leonhard Rannabauer,
Carsten Uphoff
Time and Place
Fridays 10:15-11:45, lecture room MI 02.07.023 (from April 13)

Vorbesprechung / Pre-Session: Friday, January 26, 2018 at 10:00 am in 02.07.023

Audience
Studenten der Informatik (Bachelor)
Tutorials
-
Exam
-
Semesterwochenstunden / ECTS Credits
6 SWS (6P) / 10 Credits
TUMonline
https://campus.tum.de/tumonline/wbLv.wbShowLVDetail?pStpSpNr=950342480&pSpracheNr=1



Course is held in German, the slides are in English.

Contents

Contents

A simple game physics engine is developed in this lab. Starting with simple time steps for moving rigid body objects you will successively extend your developments by collision detection, rotations, friction, etc. to obtain a game physics engine.

Topics:

  • Introduction to game engines (Visualization, physics, scripting, ...)
  • Game-Physics (Force, momentum, torque, ...)
  • Game-Math (Numerical approximations, accuracy, time-steps, ...)
  • Modelling of springs, ropes
  • Collision detection
  • Resolving of interpenetrations
  • Friction
  • ...

Prerequisites

  • Preliminary knowledge in C++ is advantageous, but it's no prerequisite. However, you should have experiences in object-oriented programming - e.g. Java programming.
  • No prior knowledge about visualization is necessary: A framework for visualization, interactivity and the interface for the physics is given. Thus you'll only have to implement the physics part.
  • Also no prior knowledge about physics is necessary. We'll give a short introduction to physics.

Timetable

The class takes place every Friday 10:15-11:45 in room 02.07.023.

Worksheets

Most worksheets have to be completed within a week (except if stated otherwise).

Note: The submitted code will be graded only, if it compiles without errors. So please take care, that the code works and test it at least once before submission.

Recommended Literature

  • Game Physics Engine Development, Ian Millington
  • Real-Time Collision Detection, Christer Ericson
  • Game Physics, David E. Eberly