Kelluvuuden mallintaminen videopeleissä

Nesteiden fysiikan ja kelluvuuden mallintaminen on laskennallisesti hyvin vaativaa. Kelluvuutta sovellettaessa videopelien ympäristöön vaaditaan simulaatiolta realistisuuden lisäksi reaaliaikaista suorituskykyä. Tämä tutkielma käy vaihe vaiheelta läpi erilaisten kelluvuuden simuloinnin toteutuksia U...

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Main Author: Tenhunen, Juuso
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, Jyväskylän yliopisto, University of Jyväskylä
Format: Master's thesis
Language:fin
Published: 2019
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/66680
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author Tenhunen, Juuso
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_facet Tenhunen, Juuso Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä Tenhunen, Juuso Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_sort Tenhunen, Juuso
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description Nesteiden fysiikan ja kelluvuuden mallintaminen on laskennallisesti hyvin vaativaa. Kelluvuutta sovellettaessa videopelien ympäristöön vaaditaan simulaatiolta realistisuuden lisäksi reaaliaikaista suorituskykyä. Tämä tutkielma käy vaihe vaiheelta läpi erilaisten kelluvuuden simuloinnin toteutuksia Unity-pelimoottorille. Aluksi toteutetaan mallinnus, joka mukailee realistista kellumista käyttämättä kuitenkaan oikeita fysikaalisia laskutoimituksia hyödykseen. Tämän jälkeen toteutetaan oikeiden fysikaalisten kaavojen mukainen kelluminen ja lopuksi vertaillaan näiden toteutusten suorituskykyä ja realistisuutta, sekä esitetään mahdollisia käyttökohteita. Fluid dynamics and buoyancy simulation are difficult to calculate accurately. When applying buoyancy in video games, the simulation needs to look realistic as well as to be calculated in real-time. This thesis goes through different buoyancy simulations step-by-step in the Unity game engine. First, a simulation that imitates realistic buoyancy without actually using real life physical calculations is presented. Then, a simulation with real physical formulas is implemented and finally a comparison of the performance and lifelikeness with possible impelementation areas is given.
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spellingShingle Tenhunen, Juuso Kelluvuuden mallintaminen videopeleissä kelluvuus unity3d Tietotekniikka Mathematical Information Technology 602 videopelit mallintaminen simulointi vesi
title Kelluvuuden mallintaminen videopeleissä
title_full Kelluvuuden mallintaminen videopeleissä
title_fullStr Kelluvuuden mallintaminen videopeleissä Kelluvuuden mallintaminen videopeleissä
title_full_unstemmed Kelluvuuden mallintaminen videopeleissä Kelluvuuden mallintaminen videopeleissä
title_short Kelluvuuden mallintaminen videopeleissä
title_sort kelluvuuden mallintaminen videopeleissä
title_txtP Kelluvuuden mallintaminen videopeleissä
topic kelluvuus unity3d Tietotekniikka Mathematical Information Technology 602 videopelit mallintaminen simulointi vesi
topic_facet 602 Mathematical Information Technology Tietotekniikka kelluvuus mallintaminen simulointi unity3d vesi videopelit
url https://jyx.jyu.fi/handle/123456789/66680 http://www.urn.fi/URN:NBN:fi:jyu-201912105152
work_keys_str_mv AT tenhunenjuuso kelluvuudenmallintaminenvideopeleissä