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Title:UPORABA FIZIKALNEGA POGONA HAVOK V RAČUNALNIŠKIH IGRAH
Authors:ID Kerec, Bojan (Author)
ID Strnad, Damjan (Mentor) More about this mentor... New window
Files:.pdf VS_Kerec_Bojan_2011.pdf (2,60 MB)
MD5: C64807106D6962F296D47E16A124FEEC
PID: 20.500.12556/dkum/6a34f465-37a8-4706-a72f-5c6f02512623
 
Language:Slovenian
Work type:Bachelor thesis/paper
Organization:FERI - Faculty of Electrical Engineering and Computer Science
Abstract:V tej diplomski nalogi bomo predstavili programsko knjižnico Havok Physics, ki se uporablja za simuliranje realne fizike v računalniških igrah. Na začetku se seznanimo s fiziko v računalniških igrah in s pojmom fizikalni pogon. V nadaljevanju sledi uporaba fizikalnega pogona Havok. Ogledamo si njegove osnove, ustvarjanje različnih oblik, togih teles in različnih omejitev med njimi. Prav tako prikažemo tudi nekaj naprednih tehnik, kot so pobiranje in prenašanje predmetov, vpliv različnih akcij na predmete ter filtriranje trkov. Vsi postopki so dobro opisani in prikazani na realnih primerih. Zgoraj opisano predstavimo na primeru igre oziroma simulacije, ki smo jo razvili za prikaz uporabe fizikalnega pogona Havok.
Keywords:fizikalni pogon, simulacija, Havok, računalniške igre
Place of publishing:Maribor
Publisher:[B. Kerec]
Year of publishing:2011
PID:20.500.12556/DKUM-19737 New window
UDC:[004.94:004.92]:53(043.2)
COBISS.SI-ID:15316758 New window
NUK URN:URN:SI:UM:DK:UQYSUDFN
Publication date in DKUM:01.09.2011
Views:2289
Downloads:240
Metadata:XML DC-XML DC-RDF
Categories:KTFMB - FERI
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Secondary language

Language:English
Title:THE USE OF PHYSICS ENGINE HAVOK IN COMPUTER GAMES
Abstract:In this work we present the Havok Physics software library that is used to simulate realistic physics in computer games. We first describe the use of physics in computer games and introduce the notion of a physics engine. We follow with the detailed description of Havok physics engine. We look into its base, creation of different shapes, rigid bodies and various constraints between them. We also show some advanced techniques, such as collecting and transporting items, the impact of various actions on objects and collision filtering. All procedures are demonstrated on real cases. We conclude with the presentation of the game that demonstrates all previously described aspects of the Havok engine.
Keywords:physics engine, simulation, Havok, computer games


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