PSE Game Physics - Summer 13: Difference between revisions
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* '''preliminary session: 28.01.2013, 16:00, room: 02.07.023''' | * '''preliminary session: 28.01.2013, 16:00, room: 02.07.023''' | ||
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= Timetable = | = Timetable = | ||
to be announced | to be announced | ||
The class takes place every Friday at 1 pm in room 02.07.023. | The class takes place every Friday at 1 pm in room 02.07.023. | ||
This timetable is only preliminary! | This timetable is only preliminary! | ||
<font color="red">NEXT SESSION WILL TAKE PLACE ON THURSDAY, JUNE 9, at 16:00! </font> | <font color="red">NEXT SESSION WILL TAKE PLACE ON THURSDAY, JUNE 9, at 16:00! </font> | ||
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= <font color="red">Frequently Asked Questions (FAQs)</font> = | = <font color="red">Frequently Asked Questions (FAQs)</font> = |
Revision as of 17:43, 21 January 2013
- Term
- SS 13
- Lecturer
- Univ.-Prof. Dr. Hans-Joachim Bungartz,
Oliver Meister,
Sebastian Rettenberger,
Roland Wittmann - Time and Place
- to be announced
- Audience
- Studenten der Informatik (Bachelor)
- Tutorials
- -
- Exam
- -
- Semesterwochenstunden / ECTS Credits
- 6 SWS (6P) / 10 Credits
- TUMonline
- https://campus.tum.de/tumonline/lv.detail?clvnr=950092108
Course is held in German, the slides are in English.
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.
Timeline
- preliminary session: 28.01.2013, 16:00, room: 02.07.023
Frequently Asked Questions (FAQs)
If you have a question, first take a look at our FAQ Website: PSE Game Physics - Summer 13 - FAQs
Recommended Literature
- Game Physics Engine Development, Ian Millington
- Real-Time Collision Detection, Christer Ericson
- Game Physics, David E. Eberly
Preview
- Hanging Bridge simulated with ropes:
- Falling objects (Cubes, Spheres):
- Many balls: