Game Physics - Physikalische Grundlagen für Computerspiele (IN0037)
Time, Place | Lecture: Mondays, 10:15-12:45 Room Galileo Hörsaal (8102.EG.117) Central tutorial: tba Exercises: see moodle for computer room schedule |
Begin: | Monday, Oct. 21st., 2024 |
Lecture / exercise content: | moodle only https://www.moodle.tum.de/course/view.php?id=100594 |
Prerequisites | Introduction to Informatics 1, Game Engine Design, Analysis |
News
This lecture is intended for Bachelor students in Informatik: Games Engineering. The module consists of 3 lecture hours and 2 hours of exercise per week. The exercises will be four programming tasks for groups of 3-4 students. The last task is an open projected to be presented at the end of the semester.
Content
This lecture provides an introduction to the fundamentals of game physics. Particular aspects covered are mathematics for game physics, rigid body dynamics, collision detection and response, particle dynamics, mass-spring systems, particle fluids, PDEs and discretization.
More specifically, course topics are:
- Particle effects
- Mass-spring Systems
- Numerical Integration
- Numerical solution techniques for ODEs
- Rigid body simulation
- Resolving collisions
- Spatial partitioning structures
- Collision detection
- Particle based fluid simulation
Goal
The students understand several basic algorithms for physics simulations that are commonly used in real-time applications, and can classify the algorithms with respect to computational complexity and stability.
Literature
- Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game, Ian Millington
- Physics for Game Developers, David M Bourg
- ( Game Physics, David. H. Eberly )