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Hochschule der Medien


113540a Game Physics

Zuletzt geändert:28.01.2020 / von Carlsburg
Studiengänge: Medieninformatik (Bachelor, 7 Semester), Prüfungsleistung im Modul Game-Physics in Semester 3 4 6 7
Häufigkeit: nur WS
Sprache: Englisch
Art: V
Umfang: 4 SWS
ECTS-Punkte: 6
Bemerkung zur Veranstaltung: Unterrichtssprache Englisch Teilnehmerbeschränkung
Beschreibung: 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
English Title: Game Physics
English Abstract: 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. Since you cannot do any interesting physics without mathematics, we will also have cover some advanced mathematics that goes beyond what you have learnt so far. Yet, we will connect the math formulas and concepts with their applications in a real physics engine, which makes it a lot easier to get a grasp of the concepts.

Literatur: David Eberly, Game Physics, Morgan Kaufmann 2010
Ian Millington, Game Physics Engine Development, Morgan Kaufmann 2010

Weitere Literatur finden Sie in der HdM-Bibliothek.
Internet: Chris Hecker Game Physics Tutorial

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