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 = | | 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) | ||
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= Timetable = | = Timetable = | ||
The class takes place every Friday at 1 pm in room 02.07.023 | |||
{|class=wikitable | {|class=wikitable | ||
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|- | |- | ||
| 12 || Project Presentation || || 29.7. | | 12 || Project Presentation || || 29.7. | ||
| | |} | ||
= 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:
- Falling objects (Cubes, Spheres):
- Many balls:
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