1 / 16

Let’s play snooker!

Let’s play snooker!. Overview. Introduction to snooker UML diagram Physics Simulation techniques Result Conclusion Further research. Introduction to snooker. Blabla about the origin and current popularity of snooker. Gameplay. Gameplay. A snookered player. UML diagram. Result.

jael
Download Presentation

Let’s play snooker!

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. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Let’s play snooker!

  2. Overview • Introduction to snooker • UML diagram • Physics • Simulation techniques • Result • Conclusion • Further research

  3. Introduction to snooker • Blabla about the origin and current popularity of snooker

  4. Gameplay

  5. Gameplay A snookered player

  6. UML diagram

  7. Result • Emulating 3D in a 2D playing field

  8. Physics • Cue - Cue ball interaction • Spin & Cue Ball • Impulse

  9. Cue - Cue Ball Interaction • Due to the Newton`s Second Law, • By the result of the impact cue ball must gain velocity such that;

  10. Spin & Cue Ball

  11. Impulse • Collisions between balls are handled by adding a certain amount of impulsive force to both balls in opposite directions. • The magnitude of this impulse is given by the equation ;

  12. Impulse • When we used to calculate the change in velocity in the collision, previous equation can be simplified into this equation: • by assuming the two balls have the same mass, since the masses are factored out again when converting the change in momentum into the corresponding change in velocity.

  13. Note ( about Variables) • n  is a vector representing the normal of the collision (in this case, a vector between the centers of mass of the balls)‏ • e  is the coefficient of restitution (a measure of how much energy is lost in the collision, 0.8 for standard snooker ball)‏ • V(AB)  is the relative velocity between the two balls • Ma and Mb  are the masses of ball A and ball B, (In this equation this part is representing the reduced mass of system of a particle which consist of two individual particle )‏

  14. Conclusion • The snooker simulation meets the task requirements • Realistic physics model • The program allows a player to shoot a ball for the initial snooker position

  15. Further research • Implement a game logic to enshure that the simulation follows the official snooker rules • Create an AI • Define a evaluation function to order balls on the table by their priority • Consider current game situation • Plan a few strokes ahead • Implement an offensive and a defensive mode

  16. Task time/weeks 1 2 3 4 5 6 7 game logic AI design Testing & Analysis Presentation Timetable

More Related