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Two-Dimensional Tile Based Physics Engine of Solid Bodies for Video Games

Student: Gaskarov Airat

Supervisor: Alexander Breyman

Faculty: Faculty of Computer Science

Educational Programme: Software Engineering (Bachelor)

Final Grade: 7

Year of Graduation: 2020

Numerous two-dimensional physics engines for video games tend to use little knowledge about the simulated world structure they are running on. This leads to such common practices as explicitly storing all bodies’ shapes geometry in memory, using a single global coordinate system and handling the same body’s shapes independently. These approaches have some limitations in tile-based worlds such as high memory consumption on simulating large maps, performance penalty on frequent map updates, simulation stability loss on far from origin coordinates and ghost vertices problem. This paper provides an adaptation of algorithms used in physics engines for tiled-based worlds that lacks limitations encountered in original methods. Keywords — physics engine, tile-based map, broad phase collision detection, narrow phase collision detection, contact solver, ghost vertices The work contains 43 pages, 3 chapters, 26 pictures, 17 sources, 4 appendices.

Full text (added May 22, 2020)

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