Completed worksheet 3 this week and sent it off and I am now just waiting for comments back. Shown below:
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Introduction
The aim of the project in general is to research and implement the best techniques to simulate highly realistic movement and collision of an object on a curved surface, that will hopefully limit or negate the need to approximate the movements and also without having to suffer loss of speed, the sacrifice of good graphics/animation or even, less accuracy when it comes to collision detection and response. I decided not to look into collisions and movements over a flat surface as this is only specified to a small number of games. The majority of games do not have flat surfaces and environments are very varied. Therefore, I will be looking into movements and collisions over curved surfaces.
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Motivation
The use of mathematics and physics in games is very important and all games contain some level of mathematics and physics involved. I am very interested in the use of them in games and how they can be used to create more realism to certain games and in turn enhance the players immersion in that game. However, it has been said that the implementation of physics can be broken down to the rule that ‘if it looks right, then it is right’ [Conger (2004)]. Success seems to be determined by how it looks visually rather than how accurate it is. This is what I am interested in looking at in more detail. Why should accuracy be sacrificed? I want to look into ways of trying to increase accuracy without the loss of visually good graphics. Games which I believe could benefit of this, would be sporting games. Football games such as FIFA and ProEvolution are good examples. FIFA games have great graphics but the movements of the players and ball are not too realistic. Whereas, ProEvolution is quite highly realistic with movements and collisions but the graphics suffer a little. I have been told by fans of the game that out of the two, ProEvolution has better gameplay and ultimately enhances the player’s immersion in the game a lot more. I was also told that there needs to be a game which does both (realism of ProEvolution coupled with the graphics of FIFA). Therefore, I think a lot of people will be interested in what I am looking into.
Even though I will be researching and implementing curved and not flat surfaces, the topic can still be related to back to sport games (i.e. golf) but also to many games which have a curved environment.
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Research Question
Can the movements and collisions of an object over a curved surface be realistically simulated?
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Addressing the Question
To answer the research question, I will first have to look at good implementation of Bézier curves in OpenGL to represent my curved surface. This will also have to be randomized (on a mouse/keyboard press perhaps) to demonstrate my work. The next step will be to implement a particle bouncing of the surface. Once this works well, I will look at a sphere (ball) bouncing. With changing the object to a ball other aspects of movement come into play such as rolling and sliding. If there is time, I will also look at other objects, such as box, bouncing and moving over the curved surface. To implement all of these, I will have to take gravity into account in my workings.
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Resource Requirements
A lot more resources will be needed in the area that is being researched (more journals and books etc) and especially mathematical books (even previous year’s course workbooks). In relation to the implementation of the project, the API that will be required will probably be OpenGL. On the other hand, this decision may change in the future, to DirectX depending on whether I want better performance and appearance of the graphics which will be used. For now, however, the decision will stay with OpenGL.
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References and Bibliography
Books:
Mortenson, Michael E., 1999. Mathematics For Computer Graphics Applications. Industrial Press (2nd Edition) McReynolds, Tom and Blythe, David, 2005.
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Advanced Graphics Programming Using OpenGL. Elsevier/Morgan Kaufmann Publishers Conger, D. 2004.
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“Physics In Games”, Physics Modelling for Games Programmers. US: Course Technology
Websites:
[Accessed 20th October 2008]
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[Accessed 23rd October 2008]
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[Accessed on 16th October 2008]
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[Accessed on 14th October 2008]
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[Accessed on 14th October 2008]
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Journals and/or E-Books:
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[Accessed on 27th October 2008]