Spelling suggestions: "subject:"same fhysics"" "subject:"same ephysics""
1 |
Cross-Platform Cloth Simulation API for GamesTang, W., Sagi, A.S., Green, D., Wan, Tao Ruan 04 June 2016 (has links)
No / Physics simulation is an active research topic in games, because without realistic physics, even the most beautiful game feels static and lifeless. Although cloth simulation is not new in computer graphics, high level of details of cloth in video games is rare and mostly coarse due to complex and nonlinear physical properties of cloth, which requires substantial computing power necessary to simulate it in real-time. This paper presents a robust and scalable real-time cloth simulation framework by exploring a variety of modern simulation techniques to produce realistic cloth simulation for games. The framework integrates with OpenCL GPGPU library to leverage parallelism. The final result is an API for games development with enriched interactive environments.
|
2 |
New game physics : added value for transdisciplinary teamsSchiffler, Andreas January 2012 (has links)
This study focused on game physics, an area of computer game design where physics is applied in interactive computer software. The purpose of the research was a fresh analysis of game physics in order to prove that its current usage is limited and requires advancement. The investigations presented in this dissertation establish constructive principles to advance game physics design. The main premise was that transdisciplinary approaches provide significant value. The resulting designs reflected combined goals of game developers, artists and physicists and provide novel ways to incorporate physics into games. The applicability and user impact of such new game physics across several target audiences was thoroughly examined. In order to explore the transdisciplinary nature of the premise, valid evidence was gathered using a broad range of theoretical and practical methodologies. The research established a clear definition of game physics within the context of historical, technological, practical, scientific, and artistic considerations. Game analysis, literature reviews and seminal surveys of game players, game developers and scientists were conducted. A heuristic categorization of game types was defined to create an extensive database of computer games and carry out a statistical analysis of game physics usage. Results were then combined to define core principles for the design of unconventional new game physics elements. Software implementations of several elements were developed to examine the practical feasibility of the proposed principles. This research prototype was exposed to practitioners (artists, game developers and scientists) in field studies, documented on video and subsequently analyzed to evaluate the effectiveness of the elements on the audiences. The findings from this research demonstrated that standard game physics is a common but limited design element in computer games. It was discovered that the entertainment driven design goals of game developers interfere with the needs of educators and scientists. Game reviews exemplified the exaggerated and incorrect physics present in many commercial computer games. This “pseudo physics” was shown to have potentially undesired effects on game players. Art reviews also indicated that game physics technology remains largely inaccessible to artists. The principal conclusion drawn from this study was that the proposed new game physics advances game design and creates value by expanding the choices available to game developers and designers, enabling artists to create more scientifically robust artworks, and encouraging scientists to consider games as a viable tool for education and research. The practical portion generated tangible evidence that the isolated “silos” of engineering, art and science can be bridged when game physics is designed in a transdisciplinary way. This dissertation recommends that scientific and artistic perspectives should always be considered when game physics is used in computer-based media, because significant value for a broad range of practitioners in succinctly different fields can be achieved. The study has thereby established a state of the art research into game physics, which not only offers other researchers constructive principles for future investigations, but also provides much-needed new material to address the observed discrepancies in game theory and digital media design.
|
3 |
Dynamická simulace tuhých těles na programovatelných GPU / Dynamic simulation of rigid bodies using programmable GPUsCséfalvay, Szabolcs January 2011 (has links)
The goal of this work is to create a program which simulates the dynamics of rigid bodies and their systems using GPGPU with an emphasis on speed and stability. The result is a physics engine that uses the CUDA architecture. It runs entirely on the GPU, handles collision detection, collision response and different forces like friction, gravity, contact forces, etc. It supports spheres, rods (which are similar to cylinders), springs, boxes and planes. It's also possible to construct compound objects by connecting basic primitives.
|
4 |
Implementation of a 2D Game Engine Using DirectX 8.1Persson, Martin, Lindsäth, Daniel January 2004 (has links)
<p>This paper describes our game engine written in C++, using the DirectX libraries for graphics, sound and input. Since the engine is written using DirectX, an introduction to this system is given. The report gives a description of the structure of the game and the game kernel. Following this is a description of the graphics engine and its core components. The main focus of the engine is on the physics and how it is used in the game to simulate reality. Input is discussed briefly, with examples to show how it relates to the physics engine. Implementation of audio in the game engine is not described, but a general description of how sound is used in games is given. A theory for the basics of how artificial intelligence can be used in the engine is presented. The system for the architecture of the levels is described as is its connection to the graphics engine. The last section of the report is an evaluation and suggestions for what to do in the future. A user manual for the level editor is included as an appendix.</p>
|
5 |
Didaktické hry a jejich zařazení do výuky fyziky na ZŠ / Didactic games and their inclusion to physics teaching at basic schoolBRABCOVÁ, Jitka January 2014 (has links)
The diploma thesis Didactic games and their inclusion in physics education deals with its play in physics teaching at the second grade of primary school. It focuses primarily on electricity and magnetism and is complemented with the possibility of extracurricular activity and formation of positive attitude towards this area of physics and physics as a whole. The work is divided into a theoretical part, which engages in the theory of games, game didactic requirements and methods of its inclusion in the lesson. Furthermore, the motivation and the end of the theoretical part consists of an analysis of electricity as a topic and magnetism in terms of RVP and school educational programs, including cross-cutting themes and key competencies. The second part deals with the various types of games. A general view includes games with physical principles that can be purchased in our market, computer games and options of educaching. The main part of the educational games contains rules and recommended way of games´ categorization. Plays are divided into chapters. According to their use. Games for one pupil , games and activities for the division of students into groups, games for creative thinking and development of communication, games in the role - " role playing ", games for remember, knowledge games, motion games, card games, relaxing games motivated by electric current, games with a physical base. The conclusion is included verification of using games in the classroom, which is based on observation, pupil´s questionnaire and test of students' knowledge in the chosen field.
|
6 |
Implementation of a 2D Game Engine Using DirectX 8.1Persson, Martin, Lindsäth, Daniel January 2004 (has links)
This paper describes our game engine written in C++, using the DirectX libraries for graphics, sound and input. Since the engine is written using DirectX, an introduction to this system is given. The report gives a description of the structure of the game and the game kernel. Following this is a description of the graphics engine and its core components. The main focus of the engine is on the physics and how it is used in the game to simulate reality. Input is discussed briefly, with examples to show how it relates to the physics engine. Implementation of audio in the game engine is not described, but a general description of how sound is used in games is given. A theory for the basics of how artificial intelligence can be used in the engine is presented. The system for the architecture of the levels is described as is its connection to the graphics engine. The last section of the report is an evaluation and suggestions for what to do in the future. A user manual for the level editor is included as an appendix.
|
7 |
Didaktické hry ve fyzikálním vzdělávání / Didactic games in physics educationOtáhalová, Klára January 2021 (has links)
This diploma thesis deals with didactic games in physics education. A didactic game is a type of an activating teaching method. Didactic games are closely related to didactic toys. In the thesis, a survey of the use of didactic games in physics education is described. Didactic games according to the survey are used by most physics teachers. Eight didactic games were created. I received feedback on four of these games from students as part of piloting at schools. The thesis includes all materials, that are needed for testing the created didactic games. Keywords: didactic game, didactic toy, physics education
|
8 |
Fyzikální rébusy v mimoškolním vzdělávání / Physics puzzles in extracurricular educationPechman, Matouš January 2021 (has links)
Title: Physics puzzles in extracurricular education Author: Bc. Matouš Pechman Department: Department of Physics Education Supervisor: RNDr. Marie Snětinová, Ph.D., Department of Physics Education Abstract: Non-formal education is practically ongoing today. There is a growing demand for leisure activities that will not only offer entertainment as such, but also broaden the horizons of participants in various areas. In their free time, people look not only for rest, but also for new challenges and stimuli, on which they test their skills and ability to respond to new situations. These activities include, for example, escape games. Escape games usually require skill, knowledge and logical thinking to succeed. The game created in this work is composed of physical puzzles. Except one, all puzzles are based on problems that primary school students already face in physics classes. Puzzles combine concepts that were voiced at school with practical examples. Participants can try out for themselves how things work and solve puzzles with the help of physics. The work contains detailed instructions so that potential candidates know how to prepare the game. It also contains a brief physical explanation of the individual physical principles used in the individual puzzles. The game was tested on six groups. Based on...
|
9 |
High-fidelity Distributed Physics for Continuous Interactive Virtual Worlds Using Server ClustersNykl, Scott L. 29 December 2008 (has links)
No description available.
|
Page generated in 0.0646 seconds