PSE Game Physics - Summer 11

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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.

Timeline

  • preliminary session: 10.02.2011, 10:00, room: t.b.a

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.


Preview

  • Hanging Bridge simulated with ropes:

screenshot_bridge.png


  • Falling objects (Cubes, Spheres):

screenshot_falling_objects.png

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