Bachelor-Praktikum: Game Physics - Summer 15
- SS 15
- Univ.-Prof. Dr. Hans-Joachim Bungartz,
- Time and Place
- Pre-Session: Tuesday, January 20, 2015 at 2:00 pm in 02.07.23
- Studenten der Informatik (Bachelor)
- Semesterwochenstunden / ECTS Credits
- 6 SWS (6P) / 10 Credits
- TUM Online Course
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.
- The existing code base is designed to work with Linux + Eclipse. You are allowed to use Windows/Mac OS but we will not provide any support.
The class takes place every Friday 10:00-12:00 in room 02.07.023.
|1||Warmup: Explicit Euler, Physics I, Falling Sphere||Worksheet 1 (Deadline: 23.04., 12:00)||Presentation||17.04.|
|2||Translations, Rotations, Collisions I, Resolving interpenetrations||Worksheet 2 (Deadline: 07.05., 12:00)||Presentation||25.04.|
Most worksheets have to be completed within a week (except if stated otherwise) and must be submitted via mail. Create an archive called worksheet?.tar.gz (where ? is the worksheet number) and insert the complete code tree without object files or binaries. Send it to email@example.com until Thursday 12:00 (noon).
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.
Frequently Asked Questions (FAQs)
If you have a question, first take a look at our FAQ Website: PSE Game Physics - Summer 15 - FAQs
- Game Physics Engine Development, Ian Millington
- Real-Time Collision Detection, Christer Ericson
- Game Physics, David E. Eberly
The Engine Skeleton is available for download:
When compiling SBNDEngine, don't forget to install freeglut3-dev, libpng-dev and libjpeg-dev
The following keysettings are preset by our engine. The keys which are for debugging should be the most important for you to hunt bugs ;-)
- Default mode:
|[space]||Switch between '1st person mode' and 'free mouse mode'|
|-, [F1]-[F12]||Switch to other scene and reset|
|[e]||Reset objects only|
- Debug mode:
You can use this mode to get some information about objects. An output is created for object which is currently under the mouse cursor.
|[backspace]||Activate/Deactivate Debug mode|
|[mouse wheel up],[+]||Go one timestep forward + record current state|
|[mouse wheel down],[-]||Go one timestep back (restore recorded state)|
- Hanging Bridge simulated with ropes:
- Falling objects (Cubes, Spheres):
- Many boxes: