the world today is often called “postmodern” meaning after or beyond the subjects which made the world modern. what were/are those values and has the world moved beyond them? was there a conflict or conflicts whether cultural political etc which chall
July 8, 2020
Professional Sector In Sport
July 8, 2020
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Unity Physics simulation / Custom colliders, rigidbodies

Overview
The purpose of this project is to evaluate student knowledge and skill in implementing physics and physical behavior in a given object inside Unity.

Using Unity, students must develop a level in which a certain object of their choice interacts with an environment governed by physics and maths rules. The tasks that the students will need to accomplish are the following:

Creation of a physical object
Simulation of the objects interaction with the environment.

Requirements
The Scene/Level should include the created physics object (PO).
The PO should be able to interact with at least five (5) other objects, without any user input.
The PO should include interactions via:
Collisions
Physics volumes (or triggers)
Trace / Raycast
The PO should react to external physical forces as a rigid body, including the following:
An explosion
Push to impulse
Twist

The scene should be developed solely in Unity but is not allowed to use any math or physics library, e.g. Rigidbody, Collider of Unity Engine. You are allowed to use mathematical functions not mentioned in lessons, e.g. root or trigonometrical functions (sine, cosine, tangent).
The game should include a design document explaining the number of physics objects in our scene, the properties that make them unique, as well as a brief explanation of the physical simulation that will be executed on beginning the game, that should be no more than 1-2 pages long.
The submission should include the project files as well as an executable (.exe) and should be submitted in a compressed file (preferably .zip format)

Learning Objectives
(S4) Effective use of programming skills in the aspect of Physics Programming in Collision Detection (Collisions / Overlaps / Traces).
(S4) Effective use of programming skills in the aspect of Physics Programming in Physics Manipulation(Linear / Angular Velocities, Force / Torque / Impulse, Friction / Damping).

Assessment Criteria
Core
Does the project have a clear folder structure?
Have all the assets been brought in successfully, and being set up in their intended folders?
Does the Physics Object have the intended Physical Behavior as described in the Game Design Document?
Technical Implementation
Does the game run? If it does, does it run smoothly?
Does the technical implementation demonstrate a high level of technical proficiency?
Has the student made appropriate use of game engine features, demonstrating a high level of the game engine/API pipeline and workflow?
Is the submitted code easy to read and follow?
Collision Detection
How well does the Physics Object detects given collisions in terms of functionality?
How well is the Physics Object Collision Code Optimized?
Are the collisions based on a sound physics and maths background?
Physics Behavior
Does the Physics Object include all the intended physical behaviors?
How well is the Physics Object manipulated physically in terms of functionality?
Is the Physics Objects Physical behavior Code Optimized?
Is the physics behavior based on a sound physics and maths background?

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