DocumentCode
3036102
Title
The Construction of a Predictive Collision 2D Game Engine
Author
Mulley, Gaius
Author_Institution
Dept. of Comput. Sci., Univ. of South Wales, Newport, UK
fYear
2013
fDate
10-13 Sept. 2013
Firstpage
68
Lastpage
72
Abstract
This paper discusses the construction of a game engine which is based around the principle of discrete event simulation. This work is interesting as it uses a predictive time of collision rather than a frame based approach. The key design decisions made and the tools used during the construction of the predictive game engine (PGE) are described. The objects modelled in the game engine are rigid circles and polyhedra which may have an orbit rotational velocity, a positional velocity and acceleration. Equations calculating the time of next collision between two circles, a line and a circle and two lines are given. If orbit rotation is excluded, the two circles expansion is simple as the output from maxima is only twelve lines, conversely when orbit rotation is included the output exceeds 835 lines. The input formula to maxima used for detecting the time of collisions between moving polyhedra are presented alongside a tool to automatically import the expanded formula into program code.
Keywords
computational geometry; computer games; discrete event simulation; source code (software); acceleration; discrete event simulation; orbit rotational velocity; positional velocity; predictive collision 2D game engine; program code; Acceleration; Engines; Games; Mathematical model; Orbits; Polynomials;
fLanguage
English
Publisher
ieee
Conference_Titel
Modelling and Simulation (EUROSIM), 2013 8th EUROSIM Congress on
Conference_Location
Cardiff
Type
conf
DOI
10.1109/EUROSIM.2013.22
Filename
7004920
Link To Document