Zuletzt geändert: | 14.12.2022 / von Carlsburg |
EDV-Nr: | 143405a |
Studiengänge: |
Computer Science and Media (Master), Prüfungsleistung im Modul Applied Game Physics
in Semester
1 2 3
Häufigkeit: nur WS
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Dozent:
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Sprache:
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Deutsch und Englisch
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Art:
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-
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Umfang:
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4 SWS
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ECTS-Punkte:
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5
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Prüfungsform:
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Bemerkung zur Veranstaltung:
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Teilnehmerbeschränkung
Unterrichtssprache Deutsch und Englisch
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Beschreibung:
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Theoretical Part
Newton's Laws
2D Rigid Body Dynamics
3D Rigid Body Dynamics
Collision Response
We will develop the necessary mathematics (especially vector analysis) along our way.
Practical Part
The Game Loop
Physics Engines
Collision Detection
Building your own (2D or 3D) Physics Engine
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English Title:
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Applied Game Physics
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English Abstract:
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Game Physics is the art (and science) of realistically simulating the physical world inside a game. For about a decade now, Physics engines have become an important part of almost any modern game. They range from realistic environments like dust and debris flying around to physics puzzles and interactive game worlds that became key aspects for whole genres.
The lecture consists of a theoretial and a practical part. In the the theoretical part, we will look at the basic equations of 2D and 3D rigid body dynamics and how they are solved within a physics engine. In the practice part (given by Andreas Stiegler), students will learn to build their own small 2D or 3D physics engine. For master students, there is no written exam. The requirement to earn the credit points will be realising your own advanced game physics project.
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Literatur:
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David Eberly, Game Physics, Morgan Kaufmann 2010
Ian Millington, Game Physics Engine Development, Morgan Kaufmann 2010
Weitere Literatur finden Sie in der HdM-Bibliothek.
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Internet:
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Chris Hecker Game Physics Tutorial
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