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Courses for January Term 2009
PHYS XXX: Designing a Physics Engin for Gaming and Computer Based Simulations [3]
Michael Balazs, Instructor
Course Prerequisites: C++, Knowledge, Mechanics Based Physics Background, Linear Alegbra.
"Physics is hot topic in computer games. No self-respecting action game can get by without a good physics engine, and the trend is rapidly spreading to other genres, including strategy games and puzzles." -- Ian Millington
Not only are physics engines becoming popular in games but they serve as great teaching tools as well as excellent ways to simulate real life experiments. Unfortunately, commercial packages come at a high price and designing your own can be cheaper, provide more control and be more flexible.
We will work stepwise to build a physics engine that can be used in a variety of applications. The class will cover the five main areas of physics engine design: Particle Physics – using vectors and the laws of motion to describe the movement of point like objects. Mass-Aggregate Physics – extrapolating our particle based descriptions into that of real world objects. Rigid-Body Physics – which adds rotational considerations to our simulations. Collision Detection – techniques that will allow us to determine if a collision of objects has occurred and how they should respond. Contact Physics – which will allow us to create environments and worlds of many objects in contact and interacting with each other.
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