Computer Game Design and Development

# Computer Game Design and Development

## Computer Game Design and Development

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##### Presentation Transcript

1. Computer Game Design and Development Mathematics, Collision, and Physics Havok Destruction

2. Overlap Bisection

3. Limitations of Overlap Testing

4. Intersection Testing

5. Bounding Volumes AABB OBB

6. Performance Possible collisionbetween R and B since overlap in all axis (2 in this case) Subdivide such that on averageone object in each cell.

7. 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

8. 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

9. 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

10. Collision Response (frictionless)

11. Springs & Damping

12. Friction

13. Center of Mass

14. Rigid Body CollisionCenter of Mass Consideration

15. 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

16. Demo http://www.havok.com/content/view/584/96/ http://www.tokamakphysics.com/index.htm