Martin Plaznik (2013) A comparison of open-source java physics engines. EngD thesis.
Abstract
With implementation of physical engines in three-dimensional computer games we can make our environment to appear more real to the player of the game. Because the market presents more and more open source implementations of physical engines and the collision detection systems, which are usually part of engines, programmers decision, about usage of particular physical engine, becomes harder and harder. The main goal of this diploma assignment is to present few physical engines and to find out, which one of them is better in certain case of usage. At the beginning, we will take a quick overview of most used practices in implementation of collision detection systems in physical engines. Next, we will check, which algorithms are used by selected physical engines. As show cases of engines we will use ODE, Bullet and Jinngine. After that, we will implement those engines into our project written in Java programming language. At beginning, we will take a look at methods needed in order to set up physical engine and objects that are implemented in those libraries. At the end, we will also run some tests over physics engines and try to answer the question about, which engine is the best.
Item Type: | Thesis (EngD thesis) |
Keywords: | Computer games, physical engines, dynamical objects, statical objects, ODE4J, JBullet, Jinngine, Java, libraries, bounding volume, test |
Number of Pages: | 75 |
Language of Content: | Slovenian |
Mentor / Comentors: | Name and Surname | ID | Function |
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doc. dr. Matija Marolt | 271 | Mentor |
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Link to COBISS: | http://www.cobiss.si/scripts/cobiss?command=search&base=50070&select=(ID=10156628) |
Institution: | University of Ljubljana |
Department: | Faculty of Computer and Information Science |
Item ID: | 2198 |
Date Deposited: | 21 Sep 2013 16:22 |
Last Modified: | 02 Oct 2013 09:50 |
URI: | http://eprints.fri.uni-lj.si/id/eprint/2198 |
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