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Bhavya B
Class of 2026
About
Projects
- "How real is the physics in game engines" with mentor Hannah (Dec. 14, 2024)
Project Portfolio
How real is the physics in game engines
Started July 31, 2023
Abstract or project description
p1 History of different video games How they evolved from 2d-3d How the physics of them has changed and the different tools used to incorporate physics What is a physics engine, transition into next paragraphs P2 Basics of Ragdoll physics- generally what it is Joint movements, weight, basics and components of the ragdoll Movement: inverse/forward kinematics; how it affects user experience/ visuals, pros and cons Ways it can be improved, faults, unrealistic aspects & good aspects
P3 More on motion; collissions/explosions How do explosions work Talk about the physics of collisions, formulas Then how it is applied to video games generally Then introduce how video games account for collisions for random shapes, how they account for weight distribution etc.. more complex
P4 -Transition from collisions to deformation
- What are soft bodies -what calculations result in change of shape of car when i crash? What conditions does it take account for
P5
- Brief history on the different ways to animate fluids (ways that are more visually appealing vs ways that are more realistic)
- interactions of bodies in fluids, floating/splashing/collissions in water
- airflow/fire; interactions of particles P6
- generating of a world, randomness -What is Pseudo-randomness -How random number generators are used to create worlds easier -Visually how they use functions to have effects with light, etc, and how the functions account for physics -why it’s effective/not effective Conclusion- overall costs/benefits of different methods, how can we improve existing physics and make games more realistic visually/mathematicaclly