PSE Game Physics - Summer 11: Difference between revisions

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| term = SS 11
| term = SS 11
| lecturer = [[Univ.-Prof. Dr. Hans-Joachim Bungartz]], <br>[[Martin Schreiber]],<br>[[Atanas Atanasov]],<br>[[Philipp Neumann]]
| lecturer = [[Univ.-Prof. Dr. Hans-Joachim Bungartz]], <br>[[Martin Schreiber]],<br>[[Atanas Atanasov]],<br>[[Philipp Neumann]]
| timeplace = t.b.a.
| timeplace = Friday, 1 pm, 02.07.023
| credits = 6 SWS (6P) / 10 Credits
| credits = 6 SWS (6P) / 10 Credits
| audience = Studenten der Informatik (Bachelor)
| audience = Studenten der Informatik (Bachelor)
Line 51: Line 51:
= Timetable =
= Timetable =


The class takes place every Friday at 1 pm in room 02.07.023


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| 12 || Project Presentation ||  || 29.7.
| 12 || Project Presentation ||  || 29.7.
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= Worksheets, Material, and Lecture Notes =
= Worksheets, Material, and Lecture Notes =
t.b.a.
t.b.a.

Revision as of 15:17, 21 April 2011

Term
SS 11
Lecturer
Univ.-Prof. Dr. Hans-Joachim Bungartz,
Martin Schreiber,
Atanas Atanasov,
Philipp Neumann
Time and Place
Friday, 1 pm, 02.07.023
Audience
Studenten der Informatik (Bachelor)
Tutorials
-
Exam
-
Semesterwochenstunden / ECTS Credits
6 SWS (6P) / 10 Credits
TUMonline
{{{tumonline}}}



PRELIMINARY WEBSITE

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

Timeline

  • preliminary session: 10.02.2011, 10:00, room: 02.07.023

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, ...)
  • Modeling of springs, Rods, 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.


Preview

  • Hanging Bridge simulated with ropes:

screenshot_bridge.png

  • Falling objects (Cubes, Spheres):

screenshot_falling_objects.png

  • Many balls:

screenshot_balls.png

Registration

tum online: [1]

Timetable

The class takes place every Friday at 1 pm in room 02.07.023

Number Topic Worksheet Date
1 Explicit Euler, Falling Sphere Worksheet 1 6.5.
2 t.b.a. 13.5.
3 t.b.a. 20.5.
4 t.b.a. 27.5.
5 t.b.a. 3.6.
6 t.b.a. 10.6.
7 t.b.a. 17.6.
8 t.b.a. 24.6.
9 t.b.a. 1.7.
10 t.b.a. 8.7.
11 Final Project 15.7.
12 Project Presentation 29.7.

Worksheets, Material, and Lecture Notes

t.b.a.

Recommended Literature

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