113540a Game Physics
Zuletzt geändert: | 07.06.2024 / Mullaewa |
EDV-Nr: | 113540a |
Studiengänge: |
Medieninformatik (Bachelor, 7 Semester), Prüfungsleistung im Modul Game Physics
in Semester
3 4 6 7
Häufigkeit: nur WS Studienübergreifendes Angebot - Minors, Prüfungsleistung im Modul Game Physics in Semester 1 Häufigkeit: nur WS |
Dozent: | |
Sprache: | Englisch |
Art: | V |
Umfang: | 4 SWS |
ECTS-Punkte: | 6 |
Prüfungsform: | |
Bemerkung zur Veranstaltung: | Unterrichtssprache Englisch Teilnehmerbeschränkung |
Beschreibung: |
Theoretical Part
Practical Part
|
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 |