Computer game design and development
This presentation is the property of its rightful owner.
Sponsored Links
1 / 17

Computer Game Design and Development PowerPoint PPT Presentation


  • 53 Views
  • Uploaded on
  • Presentation posted in: General

Computer Game Design and Development. Mathematics, Collision, and Physics. Havok Destruction. Overlap Bisection. Limitations of Overlap Testing. Intersection Testing. Collision Approximations Minkowski Sum – sweep origin of X across Y. Bounding Volumes. AABB. OBB. Performance.

Download Presentation

Computer Game Design and Development

An Image/Link below is provided (as is) to download presentation

Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author.While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server.


- - - - - - - - - - - - - - - - - - - - - - - - - - E N D - - - - - - - - - - - - - - - - - - - - - - - - - -

Presentation Transcript


Computer game design and development

Computer Game Design and Development

Mathematics, Collision, and Physics

Havok Destruction


Overlap bisection

Overlap Bisection


Limitations of overlap testing

Limitations of Overlap Testing


Intersection testing

Intersection Testing


Collision approximations minkowski sum sweep origin of x across y

Collision ApproximationsMinkowski Sum – sweep origin of X across Y


Bounding volumes

Bounding Volumes

AABB

OBB


Performance

Performance

Possible collisionbetween R and B

since overlap in

all axis (2 in this case)

Subdivide such that on averageone object in each cell.


Terrain collision

Terrain Collision

  • Heightmap information

  • Look up terrain height

  • 3 LERPs – Linear Interpretation between points

    • X

    • Z

    • Between x and z

http://creators.xna.com/en-US/sample/collision3dheightmap


Resolving collision

Resolving Collision

  • Gross collision & subdivide if needed

  • Three phases

    • Prologue – ignore or trigger other events

    • Collision – point of impact, new velocities

    • Epilogue – destroy object, effects, damage


Particle physics basics

Particle Physics Basics

  • Use consistent units (SI)

  • Particles

    • Position (p) in 3-space, vector3 (x,y,z) = p(t)

    • Velocity (v) = change in position over time, V(t)

    • Acceleration (a) = change in velocity over time, a(t)

    • Force (f) = results in change in acceleration over time, F(t) = ma(t)

  • Calculus

    • Derivatives and integrals go from one to another


Collision response frictionless

Collision Response (frictionless)


Springs damping

Springs & Damping


Friction

Friction


Center of mass

Center of Mass


Rigid body collision center of mass consideration

Rigid Body CollisionCenter of Mass Consideration


Physics engines

Physics Engines

  • Commercial

    • Game Dynamics SDK (Havok)

    • Renderware Physcis

    • NovodeX SDK

  • Free/Shareware

    • Open Dynamics Engine (ODE)

    • Tokamak Game Physics SDK

    • Newton Game Dynamics SDK


Computer game design and development

Demo

http://www.havok.com/content/view/584/96/

http://www.tokamakphysics.com/index.htm


  • Login