- 영문명
- Design and Performance Profiling of Multi-Rigid-Body Game Characters using Bullet Physics Engine
- 발행기관
- 한국컴퓨터게임학회
- 저자명
- 김영식(Youngsik Kim)
- 간행물 정보
- 『한국컴퓨터게임학회논문지』제29권 2호, 37~45쪽, 전체 9쪽
- 주제분류
- 공학 > 컴퓨터학
- 파일형태
- 발행일자
- 2016.06.30
국문 초록
영문 초록
This paper analyzes the simulation operation flow of Bullet physics engine. Based on this analysis, four
kinds of multi-rigid-body game characters are designed. This paper also profiles the performance metrics
such as the CPU utilization, the memory usage, and the computation time by multi-rigid-body character
simulations. For the CPU utilization, the Tongs Vehicle is the best and provides 45.1% less than the other
character simulations. The computation times of the Four-leg robot and the Dragon are longer than those of
the others. The memory usage of the Dragon simulation is the largest, which is average 1.32 times more
than the others. Because all parts of Dragon are composed of triangular mesh models in 3DMax. The
performance profiling with the criteria such as reducing the computation time and the computing resources,
the complexities of the collision shapes, and the number of rigid bodies takes an important role in the
design of the multi-rigid-body game characters.
목차
1. 서론
2. Bullet 물리엔진 분석
3. 다중 강체 캐릭터 설계
4. 성능 프로파일링
4. 결론
참고문헌
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