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Teaching Physics with Game Design

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... Game ... freshman seminar on 'Physics for Game Designers', now in its second year ... graphics are great, motion is better; work from demos; tinkering is fun ... – PowerPoint PPT presentation

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Title: Teaching Physics with Game Design


1
Teaching Physics with Game Design
  • Peter Border
  • University of Minnesota Physics Dept.
  • and
  • Minneapolis College of Art and Design
  • border_at_physics.umn.edu

2
The Concept
  • Who really needs rigid body mechanics?
  • Video Game Designers!
  • Teach a course where people learn mechanics by
    writing video games- high motivation factor...
    make cool stuff!
  • UMN Physics 1905- freshman seminar on Physics
    for Game Designers, now in its second year
  • Enormous potential

3
Teaching Physics with Games
  • Physics and animation is a lovely match
  • Animation is all about going from one frame to
    the next (focus on differential equation)
  • Dont worry about long-term motion users may
    change things by then anyway
  • All integrals are done numerically by the
    computer as part of the simulation
  • All real-world physics problems are solved by
    simulation

4
Dynamic Loop
  • All simulations are done in the same way
  • Find forces
  • Find torques
  • Update linear and angular velocities
  • Update linear and angular positions
  • Absolutely all forces are treated the same way
    no need for energy problems
  • No more tricky integrals
  • Everything is really simple and robust

5
Mechanics by Simulation
  • Start with a mass moving thru the air
  • Then do two mass interacting, aka collision
  • Then do a mesh of masses and stiff springs, aka
    rigid body rotations
  • Then do a mesh of masses and floppy springs, aka
    waves
  • Then do a bunch of masses interacting with
    neighbors, aka thermodynamics

6
Physics 1905.3
  • 2 credit Freshman Seminar, mostly IT students,
    very limited programming at start
  • I run it as a club-
  • Start with show tell every group, every week
  • Then I talk for 20 minutes
  • Then we split into groups for the rest of the
    time
  • Assignments are very vague- make a game that
    involves collisions

7
Technical Overhead
  • Students have to teach themselves to program-
    which they do.....
  • Need instant feedback graphics are great, motion
    is better work from demos tinkering is fun
  • It's much less of a problem than you might think
  • However, these students are very self-selected

8
Vpython
  • Vpython is nice for a start
  • Programming python is easy
  • Lots of demos
  • BUT
  • Controls are terrible
  • No textures??? No lighting?? No sound???
  • No collision detection??
  • User community is very limited
  • Students get done with it

9
UnrealEd
  • State-of-the-art game design software, free with
    20 game (also includes Maya 4.0)
  • Huge user community
  • Advanced scripting language
  • Built-in physics engine particle effects,
    limited AI comes with library of objects
  • Students like UnrealEd- it is a magnificent
    toy.....

10
Unreal Scripting
  • UnrealScript- write a script for every Actor in
    the game
  • Framework keeps track of where things are
  • Calls functions when appropriate
  • Tick (dt)
  • hitWall(normal)
  • Bump(other)
  • overwrite other inherited functions in the usual
    OO way

11
Problems, Worries and Future
  • You really have to give students something to
    start from, and cut-and-paste is very easy
  • OTOH, a normal course has examples too
  • My collision routines have been rewritten twice
  • They spend way too much time on this course
  • Future- more tinkering
  • This is how physics should be taught

12
GRAVEL
  • The games industry and academe have been getting
    closer worldwide lately- igda, digra
  • Games are WILDLY interdisciplinary
  • The UofM has the GRAVEL project
  • Headed by Nora Paul, INMS
  • http//www.inms.umn.edu/gravel
  • We are offering seed grants now (lt2500)
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