National Repository of Grey Literature 6 records found  Search took 0.00 seconds. 
Physical Simulation in Virtual Reality
Grünseisen, Vojtěch ; Navrátil, Jan (referee) ; Pečiva, Jan (advisor)
This work describes using of SDL, OSG and ODE as tools in game development and how they can be integrated to work together. Theory about collision detection and its role in physics engine is also described. Used libraries are described as well. With this engine a game scene is created and driven. This scene contains bodies connected by ODE Joints. Scene content and application controls are meant to resemble first person shooter game style.
Simulation nd 3D Visualisation of Billiards
Luner, Radek ; Švub, Miroslav (referee) ; Kršek, Přemysl (advisor)
This work deals with the problem of creating billiard simulator. It explains basic physic notions required for designing physical system. Describes basic scheme of general simulator and its implementation.
Physics Simulation for Pinball Game
Čermák, Jakub ; Polok, Lukáš (referee) ; Zachariáš, Michal (advisor)
The objective of this work is to create a library for physical simulation and using the library to create a game of pinball, on which you can test functionality of the library. Problems that appeared during the creation of the library, are described in this paper along with their solutions. In particular, tunneling, detection and results of collisions. Subsequent optimization solutions to these problems for our specific library. Of no smaller importance are principles which reduce the requirements of the final simulation. Among the most important ones are the correct choice of limits, detection of rolling and sleep of slowly moving dynamic objects.
Physics Simulation for Pinball Game
Čermák, Jakub ; Polok, Lukáš (referee) ; Zachariáš, Michal (advisor)
The objective of this work is to create a library for physical simulation and using the library to create a game of pinball, on which you can test functionality of the library. Problems that appeared during the creation of the library, are described in this paper along with their solutions. In particular, tunneling, detection and results of collisions. Subsequent optimization solutions to these problems for our specific library. Of no smaller importance are principles which reduce the requirements of the final simulation. Among the most important ones are the correct choice of limits, detection of rolling and sleep of slowly moving dynamic objects.
Physical Simulation in Virtual Reality
Grünseisen, Vojtěch ; Navrátil, Jan (referee) ; Pečiva, Jan (advisor)
This work describes using of SDL, OSG and ODE as tools in game development and how they can be integrated to work together. Theory about collision detection and its role in physics engine is also described. Used libraries are described as well. With this engine a game scene is created and driven. This scene contains bodies connected by ODE Joints. Scene content and application controls are meant to resemble first person shooter game style.
Simulation nd 3D Visualisation of Billiards
Luner, Radek ; Švub, Miroslav (referee) ; Kršek, Přemysl (advisor)
This work deals with the problem of creating billiard simulator. It explains basic physic notions required for designing physical system. Describes basic scheme of general simulator and its implementation.

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