Difference between revisions of "Bachelor-Praktikum: 3D Game Physics - Summer 17"

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| term = SS 17
 
| term = SS 17
 
| lecturer = [[Univ.-Prof. Dr. Hans-Joachim Bungartz]], <br>[[Sebastian Rettenberger]],<br>[[Carsten_Uphoff,_M.Sc. | Carsten Uphoff]]
 
| lecturer = [[Univ.-Prof. Dr. Hans-Joachim Bungartz]], <br>[[Sebastian Rettenberger]],<br>[[Carsten_Uphoff,_M.Sc. | Carsten Uphoff]]
| timeplace = TBD
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| timeplace = Fridays 10:15-11:45, lecture room MI 02.07.023 (from April 28)
<!--Pre-Session: '''Tuesday, January 20, 2015''' at '''2:00 pm''' in '''02.07.23'''-->
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Vorbesprechung / Pre-Session: '''Tuesday, January 24, 2016''' at '''11:00 am''' in '''02.07.23'''
 
| credits = 6 SWS (6P) / 10 Credits
 
| credits = 6 SWS (6P) / 10 Credits
 
| audience = Studenten der Informatik (Bachelor)
 
| audience = Studenten der Informatik (Bachelor)
 
| exam = -
 
| exam = -
 
| tutorials = -
 
| tutorials = -
| tumonline = TBA
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| tumonline = https://campus.tum.de/tumonline/wbLv.wbShowLVDetail?pStpSpNr=950290031&pSpracheNr=1
 
}}
 
}}
  
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= Timetable =
 
= Timetable =
TBA <!--Preliminary meeting: '''Monday 01.02.16 16:00''', room '''02.07.023'''
 
  
 
The class takes place every Friday 10:15-11:45 in room 02.07.023.
 
The class takes place every Friday 10:15-11:45 in room 02.07.023.
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<!--Preliminary meeting: '''Monday 01.02.16 16:00''', room '''02.07.023'''
  
 
{|class=wikitable
 
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Latest revision as of 20:06, 27 April 2017

Term
SS 17
Lecturer
Univ.-Prof. Dr. Hans-Joachim Bungartz,
Sebastian Rettenberger,
Carsten Uphoff
Time and Place
Fridays 10:15-11:45, lecture room MI 02.07.023 (from April 28)

Vorbesprechung / Pre-Session: Tuesday, January 24, 2016 at 11:00 am in 02.07.23

Audience
Studenten der Informatik (Bachelor)
Tutorials
-
Exam
-
Semesterwochenstunden / ECTS Credits
6 SWS (6P) / 10 Credits
TUMonline
https://campus.tum.de/tumonline/wbLv.wbShowLVDetail?pStpSpNr=950290031&pSpracheNr=1



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.

Timetable

The class takes place every Friday 10:15-11:45 in room 02.07.023.

Worksheets

Most worksheets have to be completed within a week (except if stated otherwise). Solutions have to be uploaded via TBA. Create an archive called worksheet?.tar.gz (where ? is the worksheet number) and insert the complete code tree without object files or binaries.

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.

Groups

Material

The Engine Skeleton is available for download: TBA

Preview

  • Hanging Bridge simulated with ropes:

Hanging bridge.png

  • Falling objects (Cubes, Spheres):

Falling object.png

  • Many boxes:

Many boxes.png