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 = t.b.a. | ||
| credits = 6 SWS (6P) / 10 Credits | | credits = 6 SWS (6P) / 10 Credits | ||
| audience = Studenten der Informatik (Bachelor) | | audience = Studenten der Informatik (Bachelor) | ||
Line 10: | Line 10: | ||
= PRELIMINARY WEBSITE = | = PRELIMINARY WEBSITE = | ||
Course is held in German, the slides are in English. | |||
= Contents = | = Contents = | ||
A 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: | Topics: | ||
* | * Basics of game engine (Visualization, physics, scripting, ...) | ||
* Game-Physics (Force, momentum, torque, ...) | * Game-Physics (Force, momentum, torque, ...) | ||
* Game-Math (Numerical approximations, accuracy, time-steps, ...) | * Game-Math (Numerical approximations, accuracy, time-steps, ...) | ||
* Collision detection | * Collision detection | ||
* Resolving of interpenetrations | |||
* Springs, Rods, Ropes | * Springs, Rods, Ropes | ||
* Friction | * Friction | ||
* ... | * ... | ||
= Preliminaries = | |||
The programming language is C++. | |||
No preliminary knowledge in C++ is necessary but knowledge in another object-oriented language like Java. | |||
No prior knowledge about visualization and/or C++ is needed. | |||
= Timetable = | = Timetable = |
Revision as of 16:01, 26 January 2011
- Term
- SS 11
- Lecturer
- Univ.-Prof. Dr. Hans-Joachim Bungartz,
Martin Schreiber,
Atanas Atanasov,
Philipp Neumann - Time and Place
- t.b.a.
- 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.
Contents
A 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:
- Basics of game engine (Visualization, physics, scripting, ...)
- Game-Physics (Force, momentum, torque, ...)
- Game-Math (Numerical approximations, accuracy, time-steps, ...)
- Collision detection
- Resolving of interpenetrations
- Springs, Rods, Ropes
- Friction
- ...
Preliminaries
The programming language is C++. No preliminary knowledge in C++ is necessary but knowledge in another object-oriented language like Java. No prior knowledge about visualization and/or C++ is needed.
Timetable
t.b.a.
Worksheets, Material, and Lecture Notes
t.b.a.