Friedrich-Alexander-Universität UnivisDeutsch FAU-Logo
Techn. Fakultät Willkommen am Institut für Informatik FAU-Logo
Logo LSS
Chair for System Simulation (Department of Computer Science 10)
Klaus Iglberger
Dept. of Computer Science  >  Computer Science 10  >  People  >  Klaus Iglberger

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:

  • Advanced C++ programming

Status:

Free

  Contact Last modified: 2008-07-21 18:58   cf