Masterpraktikum Games Engineering - Winter 16
- Winter 16
- Emily Mo-Hellenbrand, Moritz August, Roland Wittmann
- Time and Place
- Games Engineering Students (Master)
- No Tutorials
- No Exam
- Semesterwochenstunden / ECTS Credits
- 6 SWS / 10 Credits
Modeling and Simulation are two components which are closely related to numerical simulations. While accurate modeling is required for an appropriate representation of the reality being described, simulation utilizes the developed models to allow predictions as it is the case for weather forecasting, to give a deeper understanding of the combustion process in engines or to simulate circumstances which cannot be tested in reality, e.g. dark holes. Likewise, the realistic simulation of physical processes has become an increasingly important part of modern game engines like the CryEngine used for the Crysis-games or the Red Engine that powers The Witcher 3.
The process of numerical simulation is highly interdisciplinary, since it is necessary to find a mathematical model of the actual real-life system, to discretize this model, to run it on a computer, and then to transfer the results back to, e.g. let trees realistically move in a storm or waves break at a cliff. Thus, the intention of this course is to bring students of Games Engineering together to catch a glimpse of a fascinating and interdisciplinary field and to enable them to use relevant techniques for their next awesome game.
You should be willing to extend your knowledge to certain techniques probably not commonly taught in Games Engineering and be interested in using those methods to create new gaming experiences. To facilitate the learning-process, the chair will provide a supervisor for every relevant aspect of the lab's project. The idea for the project is the development of an interactive fluid-structure-interaction game (but there is flexibility to adapt to your own ideas):
The drawings of the player are analyzed online and lead to an interactive modification of a fluid simulation. Rigid bodies are influenced by the fluid simulation and have to move to a particular goal to get more points. It's the players task to modify the fluid simulation in such a way (e.g. by inserting new static boundaries), that as many rigid bodies as possible are moved to the goal.
The lab will be held in English and a skeleton-code will be provided to allow you to focus on the most interesting and creative aspects of the project.