PSE Game Physics - Summer 13: Difference between revisions

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! '''Number''' !! '''Topic''' !! '''Worksheet''' !! '''Presentation Slides''' !! '''Date'''
! '''Number''' !! '''Topic''' !! '''Worksheet''' !! '''Presentation Slides''' !! '''Date'''
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| 1 || Warmup: Explicit Euler, Physics I, Falling Sphere || [http://www5.in.tum.de/lehre/praktika/gamephysicsengine/ss13/worksheet1.pdf Worksheet 1] (Deadline: 23.4.13, 00:00) (EXTENDED!) || [http://www5.in.tum.de/lehre/praktika/gamephysicsengine/ss13/1_introduction.pdf Presentation] || 16.4.
| 1 || Warmup: Explicit Euler, Physics I, Falling Sphere || [http://www5.in.tum.de/lehre/praktika/gamephysicsengine/ss13/worksheet1.pdf Worksheet 1] (Deadline: 22.4.13, 23:59) (EXTENDED!) || [http://www5.in.tum.de/lehre/praktika/gamephysicsengine/ss13/1_introduction.pdf Presentation] || 16.4.
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| 2 || Convergence, Stability, Analytical solutions, Collisions I, Resolving interpenetrations || || || 23.4.
| 2 || Convergence, Stability, Analytical solutions, Collisions I, Resolving interpenetrations || || || 23.4.

Revision as of 06:24, 22 April 2013

Term
SS 13
Lecturer
Univ.-Prof. Dr. Hans-Joachim Bungartz,
Oliver Meister,
Sebastian Rettenberger,
Roland Wittmann
Time and Place
Tuesday 15:30-17:30, lecture room MI 02.07.023
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.
  • The existing code base is designed to work with Linux + Eclipse. You are allowed to use Windows/Mac OS but we will not provide any support.

Timetable

The class takes place every Tuesday 15:30-17:30 in room 02.07.023. This timetable is only preliminary! FIRST SESSION WILL TAKE PLACE ON TUESDAY, APRIL 16, at 15:30!

Number Topic Worksheet Presentation Slides Date
1 Warmup: Explicit Euler, Physics I, Falling Sphere Worksheet 1 (Deadline: 22.4.13, 23:59) (EXTENDED!) Presentation 16.4.
2 Convergence, Stability, Analytical solutions, Collisions I, Resolving interpenetrations 23.4.
3 Springs/Ropes, Linear momentum, Quaternions 30.4.
4 Collisions: Sphere-box, plane-box 7.5.
5 Collisions: Box-box, separating axes 14.5.
6 Angular momentum, micro-collisions, damping 21.5.
7 Friction 4.6.
- Question session / Project proposal 18.6.
- Project -
- Project Presentation 16.7.
  • preliminary session: 28.01.2013, 16:00, room: 02.07.023

Worksheets

Most worksheets have to be completed within a week (except if stated otherwise) and must be submitted via mail. Create an archive called worksheet?.tar.gz (where ? is the worksheet number) and insert the complete code tree without object files or binaries. Send it to gamephysics2013@mailsccs.in.tum.de until Monday 12:00 (noon).

Note: The submitted code will be graded only, if it compiles without errors. So please take care, that the code works and test it at least once before submission.

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

Material

The Engine Skeleton is available for download:

When compiling SBNDEngine, don't forget to install freeglut3-dev, libpng-dev and libjpeg-dev

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:

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  • Falling objects (Cubes, Spheres):

Error creating thumbnail: Unable to save thumbnail to destination

  • Many boxes:

Error creating thumbnail: Unable to save thumbnail to destination