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This presentation by Roy Vardi and Amir Darmon explores the development of an interactive game using the Ogre engine for graphics and the Newton physics engine for realistic physical simulations. It covers fundamental concepts, employed technologies, design challenges, and their solutions. Key issues included integrating Ogre and Newton interfaces and understanding underlying physics. The educational outcomes emphasize gaining experience in game coding and familiarity with the tools used, providing insights into combining graphics and physics in real-time applications.
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Real Time Game Figures Interception and Processing By Roy Vardi & Amir Darmon
Presentation Content • Basic concept • Technologies we have used • The Design • Problems, challenges & solutions • Educational Gain
Basic concept • The game is based on Ogre engine. • The physics is based on newton technology. • When using both we can create interactive multiple objects game.
Technologies we have used • Ogre (Object-Oriented Graphics Rendering Engine) is a open source graphics engine. • Newton Game Dynamics is a free, but closed source physics engine for realistically simulating rigid bodies in games and other real-time applications
The Design • Learning the ogre engine and the Newton technology and make both of them work together (orgrenewt). • Write structural code in C++ which implement the ogre and Newton methods. • Create interactive game.
Problems we faced & their solutions • Problem: Our main obstacle with the design was interact between the Ogre engine and the Newton technology. • Solution: find and implement Ogrnewt API which interact both with Ogre and Newton.
Problems we faced & their solutions • Problem: Understand the physic behind the figures and scene. • Solution: Understand the basic of image processing and the way Newton interpreters the world.
Educational Gain • Experiencing coding to graphical engine. • Be familiar with Ogre as graphic engine and with Newton as physics engine.