| Title |
: The Physics of Computer Games |
| Speaker |
: Dr John Purdy |
| Sponsor |
: |
| Organizer |
: Yorkshire Philosophical Society |
| Location |
: The Hospitium |
| Start Date |
: 03 January 2010 |
| Start Time |
: 02:30 PM |
| YPS Event |
: Yes |
| Members Only |
: No |
| Event Type |
:
Lecture |
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Abstract |
The Physics of Computer Games
From calculating the angle that a ball bounces off a wall to modelling the frictional forces on a rally car, physics has always played a part in the development of computer games. In recent years the drive for more realistic environments has resulted in the implementation of some quite advanced physics simulations in computer games software. This lecture gives a brief overview of some of the physics used to make computer games. It is illustrated by many demonstrations and examples of computer game hardware and software.
For example, Little Big Planet uses the power of the PS3 to create a soft body world in which the player runs, jumps and swings through different levels, solving many physics based puzzles and challenges along the way.
Dr Jon Purdy
Department of Computer Science
University of Hull
Jon Purdy is a computer games player and has a PhD in Applied Physics. He is now a lecturer at the University of Hull in the Department of Computer Science where he developed the curriculum for, and teaches on, the advanced MSc in Games Programming.
Jon visits many schools and colleges around the country to give presentations on the technical aspects of creating games, and the career opportunities that exist in the computer games industry.
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Description |
REPORT:
The physics of computer games Dr Jon Purdy, Department of Computer Science, University of Hull
A large Hospitium audience comprising children of all ages, heard that Britain is a world leader in computer game development. Many of today’s bestsellers were produced here. The industry in Britain directly employs around 7000 people.
Physics is central to computer games creation. We heard about a particle system for 3D realism, the use of algorithms in achieving more realistic animation, and how equation solving, physics based effects, kinematics and something called ‘rag doll’ all play their part. However, technicians still face computer limitations of speed, memory and memory management.
What does the immediate future hold? The big challenges are improved motion and direction detection. Microsoft’s ground breaking NATAL uses facial recognition and body mapping, and is due for release later this year.
Employment prospects are bright, but tomorrow’s budding designers and engineers will need physics, computer science and/or maths degrees to compete for places in the Games industry.
Report by Ken Hutson.
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| Further Information |
Christmas family lecture:
The YPS family lectures are intended to be engaging and entertaining for children - an event for the whole family. |
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