CPSC 427 Video Game Programming Physics-Based Simulation
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Master's Thesis
MASTER'S THESIS Online Model Predictive Control of a Robotic System by Combining Simulation and Optimization Mohammad Rokonuzzaman Pappu 2015 Master of Science (120 credits) Space Engineering - Space Master Luleå University of Technology Department of Computer Science, Electrical and Space Engineering Mohammad Rokonuzzaman Pappu Online Model Predictive Control of a Robotic System by Combining Simulation and Optimization School of Electrical Engineering Department of Electrical Engineering and Automation Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Technology Espoo, August 18, 2015 Instructor: Professor Perttu Hämäläinen Aalto University School of Arts, Design and Architecture Supervisors: Professor Ville Kyrki Professor Reza Emami Aalto University Luleå University of Technology School of Electrical Engineering Preface First of all, I would like to express my sincere gratitude to my supervisor Pro- fessor Ville Kyrki for his generous and patient support during the work of this thesis. He was always available for questions and it would not have been possi- ble to finish the work in time without his excellent guidance. I would also like to thank my instructor Perttu H¨am¨al¨ainen for his support which was invaluable for this thesis. My sincere thanks to all the members of Intelligent Robotics group who were nothing but helpful throughout this work. Finally, a special thanks to my colleagues of SpaceMaster program in Helsinki for their constant support and encouragement. Espoo, August 18, -
Agx Multiphysics Download
Agx multiphysics download click here to download A patch release of AgX Dynamics is now available for download for all of our licensed customers. This version include some minor. AGX Dynamics is a professional multi-purpose physics engine for simulators, Virtual parallel high performance hybrid equation solvers and novel multi- physics models. Why choose AGX Dynamics? Download AGX product brochure. This video shows a simulation of a wheel loader interacting with a dynamic tree model. High fidelity. AGX Multiphysics is a proprietary real-time physics engine developed by Algoryx Simulation AB Create a book · Download as PDF · Printable version. AgX Multiphysics Toolkit · Age Of Empires III The Asian Dynasties Expansion. Convert trail version Free Download, product key, keygen, Activator com extended. free full download agx multiphysics toolkit from AYS search www.doorway.ru have many downloads related to agx multiphysics toolkit which are hosted on sites like. With AGXUnity, it is possible to incorporate a real physics engine into a well Download from the prebuilt-packages sub-directory in the repository www.doorway.rug: multiphysics. A www.doorway.ru app that runs a physics engine and lets clients download physics data in real Clone or download AgX Multiphysics compiled with Lua support. Agx multiphysics toolkit. Developed physics the was made dynamics multiphysics simulation. Runtime library for AgX MultiPhysics Library. How to repair file. Original file to replace broken file www.doorway.ru Download. Current version: Some short videos that may help starting with AGX-III. Example 1: Finding a possible Pareto front for the Balaban Index in the Missing: multiphysics. -
Video Game Programming ITP 380 (4 Units) Fall 2017
Video Game Programming ITP 380 (4 Units) Fall 2017 Objective This course provides students with an in-depth introduction to technologies and techniques used in the game industry today. At semester’s end, students will have: 1. Gained an understanding of core game systems (incl. rendering, input, sound, and collision/physics) 2. Developed a strong understanding of essential mathematics for games 3. Written multiple functional games in C++ individually 4. Learned critical thinking skills required to continue further study in the field Concepts 3D math for games. C++. 3D graphics. Collision detection. Introduction to A.I. Implementing gameplay. Getting a job in the game industry. Prerequisites CSCI 104 or ITP 365x Instructor Sanjay Madhav Contact Students in the course should post their questions on Piazza. Email: [email protected] (Only for non-course questions or prospective students). Office Hours Tuesday, Wednesday, and Thursday 12-1:30PM in OHE 530H Time/Location Tuesday and Thursday, 5 – 6:50PM in OHE 540 Course Structure Each week, we have a lecture on Tuesday and a lab assignment assigned in class on Thursday. The first part of each lab assignment is due at the end of class on Thursdays, and the final submission is due the following Wednesday. There are two midterm exams and a final exam. All exams are cumulative. Textbook Game Programming Algorithms and Techniques. Sanjay Madhav. ISBN-10: 0321940156. (Amazon link) Grading The course is graded with the following weights: Lab Assignments (12 x 5%) 60% Midterm Exam I 12.5% Midterm Exam II 12.5% Final Exam 15% TOTAL POSSIBLE 100% Software Students will be able to setup their own PC and/or Mac computers for use in the class. -
Rifle Hunting
TABLE OF CONTENTS Hunting and Outdoor Skills Member Manual ACKNOWLEDGEMENTS A. Introduction to Hunting 1. History of Hunting 5 2. Why We Hunt 10 3. Hunting Ethics 12 4. Hunting Laws and Regulations 20 5. Hunter and Landowner Relations 22 6. Wildlife Management and the Hunter 28 7. Careers in Hunting, Shooting Sports and Wildlife Management 35 B. Types of Hunting 1. Hunting with a Rifle 40 2. Hunting with a Shotgun 44 3. Hunting with a Handgun 48 4. Hunting with a Muzzleloading 51 5. Bowhunting 59 6. Hunting with a Camera 67 C. Outdoor and Hunting Equipment 1. Use of Map and Compass 78 2. Using a GPS 83 3. Choosing and Using Binoculars 88 4. Hunting Clothing 92 5. Cutting Tools 99 D. Getting Ready for the Hunt 1. Planning the Hunt 107 2. The Hunting Camp 109 3. Firearm Safety for the Hunter 118 4. Survival in the Outdoors 124 E. Hunting Skills and Techniques 1. Recovering Game 131 2. Field Care and Processing of Game 138 3. Hunting from Stands and Blinds 144 4. Stalking Game Animals 150 5. Hunting with Dogs 154 F. Popular Game Species 1. Hunting Rabbits and Hares 158 2. Hunting Squirrels 164 3. Hunting White-tailed Deer 171 4. Hunting Ring-necked Pheasants 179 5. Hunting Waterfowl 187 6. Hunting Wild Turkeys 193 2 ACKNOWLEDGEMENTS The 4-H Shooting Sports Hunting Materials were first put together about 25 years ago. Since that time there have been periodic updates and additions. Some of the authors are known, some are unknown. Some did a great deal of work; some just shared morsels of their expertise. -
STEM Student's Guide: Learning to Code and Design Video Games
Log In A STEM Student's Guide: Learning to Code and Design Video Games For many, video gaming is not only a hobby but a passion. But while playing video games is fun, you could also consider taking things a step further and becoming a game developer someday. There are a lot of di!erent ways to get involved in game design, but one of the most useful skills in this "eld is the ability to code. Anyone can learn to code and create video games, and there are all sorts of free resources online that can help. The two main roles for people who create video games are designers and programmers, but often, their responsibilities will overlap. While there are many di!erent types of video games in the world, all of them are created with the same basic process. Brainstorming A game designer should "rst come up with a basic concept for their game. It's helpful to keep a list of ideas written down somewhere, whether this is on paper or in an app. Next, you'll need to think about the di!erent abilities and actions possible for each character, the mood and tone of the game, and the story that will hold it all together. When thinking of the game's mood, it's essential to consider visual and audio e!ects and the overall aesthetic you're going for. Think about color, shape, and space, and keep in mind that the look of your game should be both unique and functional. While brainstorming new games, designers should keep in mind that they will often go through many ideas that do not work out before "nding one that works. -
Reinforcement Learning for Manipulation of Collections of Objects Using Physical Force fields
Bachelor’s thesis Czech Technical University in Prague Faculty of Electrical Engineering F3 Department of Control Engineering Reinforcement learning for manipulation of collections of objects using physical force fields Dominik Hodan Supervisor: doc. Ing. Zdeněk Hurák, Ph.D. Field of study: Cybernetics and Robotics May 2020 ii BACHELOR‘S THESIS ASSIGNMENT I. Personal and study details Student's name: Hodan Dominik Personal ID number: 474587 Faculty / Institute: Faculty of Electrical Engineering Department / Institute: Department of Control Engineering Study program: Cybernetics and Robotics II. Bachelor’s thesis details Bachelor’s thesis title in English: Reinforcement learning for manipulation of collections of objects using physical force fields Bachelor’s thesis title in Czech: Posilované učení pro manipulaci se skupinami objektů pomocí fyzikálních silových polí Guidelines: The goal of the project is to explore the opportunities that the framework of reinforcement learning offers for the task of automatic manipulation of collections of objects using physical force fields. In particular, force fields derived from electric and magnetic fields shaped through planar regular arrays of 'actuators' (microelectrodes, coils) will be considered. At least one of the motion control tasks should be solved: 1. Feedback-controlled distribution shaping. For example, it may be desired that a collection of objects initially concentrated in one part of the work arena is finally distributed uniformly all over the surface. 2. Feedback-controlled mixing, in which collections objects of two or several types (colors) - initially separated - are blended. 3. Feedback-controlled Brownian motion, in which every object in the collection travels (pseudo)randomly all over the surface. Bibliography / sources: [1] D. -
Introduction
Indie Game The Movie - Official Trailer - YouTube.flv 235 Free Indie Games in 10 Minutes - YouTube.flv Introduction Video Game Programming Spring 2012 Video Game Programming - A. Sharf 1 © Nintendo What is this course about? • Game design – Real world abstractions • Visuals • Interaction • Design iterations Video Game Programming - A. Sharf 2 © Nintendo What is this course about? • Gameplay mechanics • Rapid prototyping • Many examples • FUN ! Video Game Programming - A. Sharf 3 © Nintendo play mechanics are the foundation on which games are built… Playing with power www.1up.com/do/feature?cId=3151392 Video Game Programming - A. Sharf 4 © Nintendo Game mechanics=ideas • mechanics determine structure and rules: – how you win – how you lose – what to do to stay alive Video Game Programming - A. Sharf 5 © Nintendo • Basics - fundamental concepts that have become a part of many of today's games Video Game Programming - A. Sharf 6 © Nintendo Video Game Programming - A. Sharf 7 © Nintendo Video Game Programming - A. Sharf 8 © Nintendo Video Game Programming - A. Sharf 9 © Nintendo Video Game Programming - A. Sharf 10 © Nintendo • Handy features - ideas not absolutely essential to the design but enhance experience. Video Game Programming - A. Sharf 11 © Nintendo Video Game Programming - A. Sharf 12 © Nintendo Video Game Programming - A. Sharf 13 © Nintendo Video Game Programming - A. Sharf 14 © Nintendo Video Game Programming - A. Sharf 15 © Nintendo • Style - play mechanics that add an exciting touch of artistic flair to games Video Game Programming - A. Sharf 16 © Nintendo Video Game Programming - A. Sharf 17 © Nintendo Video Game Programming - A. Sharf 18 © Nintendo Video Game Programming - A. Sharf 19 © Nintendo Video Game Programming - A. -
Video Game Programming ITP 380 (4 Units) Fall 2018
Video Game Programming ITP 380 (4 Units) Fall 2018 Objective This course provides students with an in-depth introduction to technologies and techniques used in the game industry today. At semester’s end, students will have: 1. Gained an understanding of core game systems (incl. rendering, input, sound, and collision/physics) 2. Developed a strong understanding of essential mathematics for games 3. Written multiple functional games in C++ individually 4. Learned critical thinking skills required to continue further study in the field Concepts 3D math for games. C++. 3D graphics. Collision detection. Introduction to A.I. Implementing gameplay. Getting a job in the game industry. Prerequisites CSCI 104 or ITP 365x Instructor Sanjay Madhav Contact Students in the course should post their questions on Piazza. Email: [email protected] (Only for non-course questions or prospective students). Office Hours Monday and Wednesday, 4 – 6PM in OHE 530H or by appointment Time/Location Tuesday and Thursday, 5 – 6:50PM in OHE 540 Course Structure Most weeks, we have a lecture on Tuesday and a lab assignment assigned in class on Thursday. The first part of each lab assignment is due at the end of class on Thursdays, and the final submission is due the following Wednesday. There are two midterm exams and a final exam. All exams are cumulative. Textbook Madhav, Sanjay. Game Programming in C++. Students can read this book for free through the USC library website (here). Alternatively, students can purchase a copy of the book from Amazon or the USC bookstore. Grading The course is graded with the following weights: Lab Assignments (12 x 5%) 60% Midterm Exam I 12.5% Midterm Exam II 12.5% Final Exam 15% TOTAL POSSIBLE 100% Software Students will be able to setup their own PC and/or Mac computers for use in the class. -
Software Design for Pluggable Real Time Physics Middleware
2005:270 CIV MASTER'S THESIS AgentPhysics Software Design for Pluggable Real Time Physics Middleware Johan Göransson Luleå University of Technology MSc Programmes in Engineering Department of Computer Science and Electrical Engineering Division of Computer Science 2005:270 CIV - ISSN: 1402-1617 - ISRN: LTU-EX--05/270--SE AgentPhysics Software Design for Pluggable Real Time Physics Middleware Johan GÄoransson Department of Computer Science and Electrical Engineering, LuleºaUniversity of Technology, [email protected] October 27, 2005 Abstract This master's thesis proposes a software design for a real time physics appli- cation programming interface with support for pluggable physics middleware. Pluggable means that the actual implementation of the simulation is indepen- dent and interchangeable, separated from the user interface of the API. This is done by dividing the API in three layers: wrapper, peer, and implementation. An evaluation of Open Dynamics Engine as a viable middleware for simulating rigid body physics is also given based on a number of test applications. The method used in this thesis consists of an iterative software design based on a literature study of rigid body physics, simulation and software design, as well as reviewing related work. The conclusion is that although the goals set for the design were ful¯lled, it is unlikely that AgentPhysics will be used other than as a higher level API on top of ODE, and only ODE. This is due to a number of reasons such as middleware speci¯c tools and code containers are di±cult to support, clash- ing programming paradigms produces an error prone implementation layer and middleware developers are reluctant to port their engines to Java. -
GAME CAREER GUIDE July 2016 Breaking in the Easy(Ish) Way!
TOP FREE GAME TOOLS JULY 2016 GAME FROM GAME EXPO TO GAME JOB Indie intro to VR Brought to you by GRADUATE #2 PROGRAM JULY 2016 CONTENTS DEPARTMENTS 4 EDITOR’S NOTE IT'S ALL ABOUT TASTE! 96 FREE TOOLS FREE DEVELOPMENT TOOLS 2016 53 GAME SCHOOL DIRECTORY 104 ARRESTED DEVELOPMENT There are tons of options out there in terms INDIE DREAMIN' of viable game schools, and this list is just the starting point to get you acquainted with the schools near you (or far from you, if that’s what STUDENT POSTMORTEM you prefer!). 32 BEGLITCHED 72 VIRTUALLY DESIGNED NYU Game Center students Alec Thomson and Jennu Jiao Hsia discuss their IGF Award- VR has quickly moved from buzzword, to proto- winning match three game about insecurity type, to viable business. This guide will help you within computers, and within ourselves. get started in VR development, avoiding some common pitfalls. FEATURES 78 SOUNDS GOOD TO ME! 8 BREAKING IN THE EASY(ISH) WAY! Advice for making audio (with or without) How attending expos can land you a job. an audio specialist. 18 ZERO TO HERO Hey! You want to learn low poly modeling but 84 A SELLER’S MARKET don’t know where to start? Look no further! Marketing fundamentals for your first game. With this guide, we hope to provide a good introduction to not only the software, but 90 INTRO TO GAME ENGINES also the concepts and theory at play. A brief discussion of some of the newest and most popular DO YOU NEED A PUBLISHER? 34 game engines. -
PDF Download Learning Cocos2d
LEARNING COCOS2D : A HANDS-ON GUIDE TO BUILDING IOS GAMES WITH COCOS2D, BOX2D, AND CHIPMUNK PDF, EPUB, EBOOK Rod Strougo | 640 pages | 28 Jul 2011 | Pearson Education (US) | 9780321735621 | English | New Jersey, United States Learning Cocos2D : A Hands-On Guide to Building iOS Games with Cocos2D, Box2D, and Chipmunk PDF Book FREE U. With the introduction of iOS5, many security issues have come to light. You will then learn to add scenes to the game such as the gameplay scene and options scene and create menus and buttons in these scenes, as well as creating transitions between them. Level design and asset creation is a time consuming portion of game development, and Chipmunk2D can significantly aid in creating your physics shapes. However, they are poor at providing specific, actionable data that help game designers make their games better for several reasons. The book starts off with a detailed look at how to implement sprites and animations into your game to make it livelier. You should have some basic programming experience with Objective-C and Xcode. This book shows you how to use the powerful new cocos2d, version 2 game engine to develop games for iPhone and iPad with tilemaps, virtual joypads, Game Center, and more. The user controls an air balloon with his device as it flies upwards. We will create a game scene, add background image, player and enemy characters. Edward rated it really liked it Aug 13, Marketing Pearson may send or direct marketing communications to users, provided that Pearson will not use personal information collected or processed as a K school service provider for the purpose of directed or targeted advertising. -
Physics Engine Design and Implementation Physics Engine • a Component of the Game Engine
Physics engine design and implementation Physics Engine • A component of the game engine. • Separates reusable features and specific game logic. • basically software components (physics, graphics, input, network, etc.) • Handles the simulation of the world • physical behavior, collisions, terrain changes, ragdoll and active characters, explosions, object breaking and destruction, liquids and soft bodies, ... Game Physics 2 Physics engine • Example SDKs: – Open Source • Bullet, Open Dynamics Engine (ODE), Tokamak, Newton Game Dynamics, PhysBam, Box2D – Closed source • Havok Physics • Nvidia PhysX PhysX (Mafia II) ODE (Call of Juarez) Havok (Diablo 3) Game Physics 3 Case study: Bullet • Bullet Physics Library is an open source game physics engine. • http://bulletphysics.org • open source under ZLib license. • Provides collision detection, soft body and rigid body solvers. • Used by many movie and game companies in AAA titles on PC, consoles and mobile devices. • A modular extendible C++ design. • Used for the practical assignment. • User manual and numerous demos (e.g. CCD Physics, Collision and SoftBody Demo). Game Physics 4 Features • Bullet Collision Detection can be used on its own as a separate SDK without Bullet Dynamics • Discrete and continuous collision detection. • Swept collision queries. • Generic convex support (using GJK), capsule, cylinder, cone, sphere, box and non-convex triangle meshes. • Support for dynamic deformation of nonconvex triangle meshes. • Multi-physics Library includes: • Rigid-body dynamics including constraint solvers. • Support for constraint limits and motors. • Soft-body support including cloth and rope. Game Physics 5 Design • The main components are organized as follows Soft Body Dynamics Bullet Multi Threaded Extras: Maya Plugin, Rigid Body Dynamics etc. Collision Detection Linear Math, Memory, Containers Game Physics 6 Overview • High level simulation manager: btDiscreteDynamicsWorld or btSoftRigidDynamicsWorld.