PSE Game Physics - Summer 12: Difference between revisions

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| term = SS 12
| term = SS 12
| lecturer = [[Univ.-Prof. Dr. Hans-Joachim Bungartz]], <br>[[Martin Schreiber]],<br>[[Kristof Unterweger]]
| lecturer = [[Univ.-Prof. Dr. Hans-Joachim Bungartz]], <br>[[Martin Schreiber]],<br>[[Kristof Unterweger]]
| timeplace = Every monday at 4 pm, 02.07.023
| timeplace = Every monday at 4 pm, 02.07.023, first meeting: 16.04.2012
| credits = 6 SWS (6P) / 10 Credits
| credits = 6 SWS (6P) / 10 Credits
| audience = Studenten der Informatik (Bachelor)
| audience = Studenten der Informatik (Bachelor)

Revision as of 20:40, 1 March 2012

Term
SS 12
Lecturer
Univ.-Prof. Dr. Hans-Joachim Bungartz,
Martin Schreiber,
Kristof Unterweger
Time and Place
Every monday at 4 pm, 02.07.023, first meeting: 16.04.2012
Audience
Studenten der Informatik (Bachelor)
Tutorials
-
Exam
-
Semesterwochenstunden / ECTS Credits
6 SWS (6P) / 10 Credits
TUMonline
{{{tumonline}}}



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

Timeline

  • preliminary session: 07.02.2012, 13:00, 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 covered in this lab:

  • 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

Frequently Asked Questions (FAQs)

If you have a question, first take a look at our FAQ Website: PSE Game Physics - Summer 12 - FAQs


Material

t.b.a.


Recommended Literature

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


SBND Engine

The following keysettings are preset by our engine. The keys which are for debugging should be the most important for you to hunt bugs ;-)

  • Default mode:
Key Function
[a] Go left
[s] Go back
[w] Go forward
[d] Go right
[g/G] activate/deactivate gravity
[space] Switch between '1st person mode' and 'free mouse mode'
[1]-[0], [F1]-[F12] Switch to other scene and reset
[r] Total reset
[e] Reset objects only
  • Debug mode:

You can use this mode to get some information about objects. An output is created for object which is currently under the mouse cursor.

Key Function
[backspace] Activate/Deactivate Debug mode
[mouse wheel up],[+] Go one timestep forward + record current state
[mouse wheel down],[-] Go one timestep back (restore recorded state)


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]