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Studienarbeit / Bachelor thesis
Rigid Body Dynamics: Computer Game Collision Model
Supervision:
Background:
The simulation of rigid bodies has always been an important topic for virtual reality
and the robotics community. Their focus was and still is the attempt to capture the
physics correctly and to accurately predict physics effects in a specific scenario.
However, in the last years, another industry branch has gained interest in this kind
of simulation: the computer games industry. Currently, the simulation of rigid bodies
experiences a strongly increased interested due to the fact that nearly every computer
games company is using or is at least interested in using a rigid body physics engine.
Their main interest however is very different from the original interests: instead of
physical accuracy, the performance of the simulation has a higher priority since in
order to work properly in a real-time environment, the physics engine must be able
to calculate at least 25 time steps per second to create a credible game experience.
This requirement has a strong impact on the applied algorithms, especially on the
algorithms for the resolution of rigid body collisions.
The pe rigid body physics engine was designed as a framework for the
physically correct simulation of rigid bodies of arbitrary shape. However, due to the
flexible and adaptable software structure it is also easily possible to extend the
framework by a collision solver for computer games. The task of this thesis is to
add a particular collision solver published in the book "Game Physics Engine Development"
by Ian Millington (ISBN: 012369471X) to the engine. This extension will enable the
pe framework to do real-time rigid body simulations in scenarios
where a high physical accuracy is not required.
Tasks:
- Integration of a game collision solver into the pe framework
- Development of test scenarios for the demonstration of the real-time behavior of
the algorithm
Recommended knowledge:
Status:
Free
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