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Pavel_Volkov_Presentation
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Physics modeling: using physics andsimulation systems to provide realistic
physics in games
Author: Volkov Pavel Maksimovich
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MotivationCore of game engines
Used far beyond games
A genuinely hard skill
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The ProblemNo way to check yourself
Reasoning stays hidden
Knowledge stuck to one
case
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Algorithm Selection0
Breadth of use
Conceptual relatedness
Pedagogical tractability
THE FOUR SPAN DIFFERENT SIMULATION TYPES
SPH
·
Verlet
·
XPBD
·
MPM
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Goal & Research QuestionsGOAL Build an environment that teaches game-physics algorithms by having learners implement them — and test whether
that understanding transfers to an unseen problem.
OBJECTIVES
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RQ1
Choose algorithm
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Split each into small, testable functions
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Build the levels, live canvas and checker
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Design a capstone that demands transfer
5
Run a study to measure whether it works
Does building the algorithms yourself, with instant feedback,
create real conceptual understanding?
RQ2
Does that understanding transfer to a new problem the
learner was never taught?
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How It WorksInteractive client
Godot 4
→
Validation server
FastAPI / Python
→
Study harness
Browser
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The ExperimentTHE Flow
Pre-questionnaire
Velrlet integration level
Exam
Post-questionnaire
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Results20 / 31
3.9–4.5
passed the unseen task
average survey score
65% completion
out of 5
ROPE CAPSTONE OUTCOME
POST-SESSION SURVEY (N = 31, 1 –5)
Quiz gating
Passed
Timed out
Skipped
3,9
Theory
4,1
Understanding
4,2
Code tasks
4,4
Visualisations
4,5
0
0,5
1
1,5
2
2,5
3
3,5
4
4,5
5
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Future WorkA controlled comparison
A wider audience
Adaptive quizzes
More physics methods