Bachelor-Praktikum: 3D Game Physics - Summer 17
- SS 17
- Univ.-Prof. Dr. Hans-Joachim Bungartz,
- Time and Place
- Studenten der Informatik (Bachelor)
- Semesterwochenstunden / ECTS Credits
- 6 SWS (6P) / 10 Credits
Course is held in German, the slides are in English.
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.
- 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
- 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.
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.
The Engine Skeleton is available for download: TBA
- Hanging Bridge simulated with ropes:
- Falling objects (Cubes, Spheres):
- Many boxes: