Help me with my thesis - The biggest problems in physics
by Heikki Siltala · in Technical Issues · 02/06/2008 (6:11 am) · 2 replies
Full topic: Help me with my master's thesis - The biggest pitfalls in implementing physics to your game?
Hi, I'm doing my master's thesis(or "Pro Gradu") in the Department of Information Processing Science in the University of Oulu, Finland, and I need some empirical data... and it seems data gathered from forums is valid for this kind of research... SO YOU CAN HELP! (plz do) :) .. Any answers will be processed anonymously.
So, my first question is:
What are the biggest pittfalls/problems you have run into when implementing physics into your game(s)? (let's say the 10 biggest problems per person, though even one is appreciated)
And the second question:
What is your recommended solution to these problems? (if you have any)
Clarification: I need YOUR problems (and possible solutions to them) to present them in my thesis.
Thanks in beforehand to any who have time to answer my silly questions :)
Hi, I'm doing my master's thesis(or "Pro Gradu") in the Department of Information Processing Science in the University of Oulu, Finland, and I need some empirical data... and it seems data gathered from forums is valid for this kind of research... SO YOU CAN HELP! (plz do) :) .. Any answers will be processed anonymously.
So, my first question is:
What are the biggest pittfalls/problems you have run into when implementing physics into your game(s)? (let's say the 10 biggest problems per person, though even one is appreciated)
And the second question:
What is your recommended solution to these problems? (if you have any)
Clarification: I need YOUR problems (and possible solutions to them) to present them in my thesis.
Thanks in beforehand to any who have time to answer my silly questions :)
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#2
02/06/2008 (10:27 am)
Hey, sounds like a great thesis. There's been a discussion going on in the TGE SDK private forums that you may find very interesting. It's about physics behaving strangely at coordinates 10,000+. It's because TGE (and just about every other game engine) uses 32bit float variables for physics that and , if I understand it correctly (which I probably don't :p), become less precise as you move further from the origin because it only supports 6 digits. Anyways, here's an article discussing the problem and possible solutions. home.comcast.net/~tom_forsyth/blog.wiki.html?#%5B%5BA%20matter%20of%20precision%...
Torque Owner Hadoken
I'll start with the biggest problem ever: parallelization (i.e. using multiple cores together to do your physics calculations).
Specifically, not just the parallelization of the dynamics integration (that's trivial), but parallelizing object-object and object-world interactions is tricky.
Cant really describe how you'd solve it though, because that would be a thesis in itself :)
Good luck with your thesis!