PSE Game Physics - Summer 11
- 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:
- 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
- Interaction
- ...
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.
Timetable
t.b.a.
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