izpis_h1_title_alt

Izdelava fizikalnega pogona za računalniške igre : diplomsko delo
ID Zrimšek, Matej (Author), ID Divjak, Saša (Mentor) More about this mentor... This link opens in a new window, ID Marolt, Matija (Co-mentor)

URLURL - Presentation file, Visit http://eprints.fri.uni-lj.si/2727/ This link opens in a new window

Abstract
Diplomsko delo predstavi fiziko in matematiko, potrebno, za izvedbo fizikalnega pogona, primernega za uporabo v realno časovnih aplikacijah. Pri razvoju smo se osredotočili na računalniške igre in zato upoštevali omejitve in pasti,ki se lahko pri tem pojavijo. Na začetku predstavimo namen in uporabo fizikalnih pogonov in pa omenimo že obstoječe rešitve. Spoznamo se z delci brez mase, ki nam omogočajo uporabo balistike, sile v splošnem in pa vzmeti, kot posebno vrsto le-teh. Nato se spoprimemo s trdnostnimi omejitvami, kot so detekcije trkov, razreševanje trkov v primeru kolizij teles in pa njihovo gibanje v taksnih situacijah. Tako dobimo masno celostni fizikalni pogon, ki ga nadalje nadgradimo z rotacijami in tako ustvarimo pogon s togimi telesi. Za konec predstavimo način implementacije fizikalnega pogona, uporabo pogona pa demonstriramo z aplikacijo.

Language:Slovenian
Keywords:računalniške igre, fizikalni pogon, simulacija, detekcija trkov, manipulacija objektov, 3D, realnočasovna aplikacija, računalništvo, računalništvo in informatika, univerzitetni študij, diplomske naloge
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FRI - Faculty of Computer and Information Science
Publisher:[M. Zrimšek]
Year:2014
Number of pages:105 str.
PID:20.500.12556/RUL-68910 This link opens in a new window
UDC:004.94(043.2)
COBISS.SI-ID:1536046019 This link opens in a new window
Publication date in RUL:10.07.2015
Views:1422
Downloads:288
Metadata:XML RDF-CHPDL DC-XML DC-RDF
:
Copy citation
Share:Bookmark and Share

Secondary language

Language:English
Title:Development of a physics engine for computer games
Abstract:
The thesis presents the physics and mathematics necessary for the realization of the physics engine, suitable for use in real-time applications. In the development process we have focused on computer games and therefore have taken into account the limitations and pitfalls that can arise in such a case. We start by presenting the purpose and use of physics engines and also mention already existing solutions. We get to know with particles without mass, which enable us to realize ballistics, forces in general and springs, as a special type of them. Then we confront the hard constraints such as collision detection, resolving collisions in the case of collisions of bodies and their movements in such situations. This gives us a mass aggregate physics engine, which can be further upgraded with rotations and thus create a physical engine with rigid bodies. At the end, we explain the implementation details of the constructed physics engine and demonstrate it with an application.

Keywords:computer games, physics engine, simulation, collision detection, object manipulation, 3D, real-time application, computer science, computer and information science, diploma

Similar documents

Similar works from RUL:
Similar works from other Slovenian collections:

Back