Simulate Earthquakes for Video Game Physics Class

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  • Thread starter Thread starter marchinram
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    Earthquake Simulation
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Discussion Overview

The discussion revolves around creating an earthquake simulation for a video game physics class, focusing on the forces and properties of earthquakes. Participants explore how to implement a visually interesting simulation using programming techniques, particularly with OpenGL, while balancing realism and gameplay experience.

Discussion Character

  • Exploratory
  • Technical explanation
  • Conceptual clarification
  • Homework-related

Main Points Raised

  • One participant seeks guidance on understanding the physics of earthquakes to create a simulation for a video game, emphasizing the need for a balance between realism and visual appeal.
  • Another participant explains that earthquake simulations typically involve applying vibrational inputs to structures to study their responses, highlighting the relevance of this concept to the discussion.
  • A participant expresses a desire to create a basic simulation that is visually interesting rather than strictly realistic, referencing their experience with a basic physics engine that applies forces to particles and rigid bodies.
  • Basic advice is provided on starting the simulation with a flat surface and using input from an iPad to shake it in multiple directions, suggesting the construction of buildings from rigid body blocks of varying sizes and masses to simulate realistic collapse dynamics.
  • Recommendations include adjusting the scale of components and incorporating friction or stickiness between bodies to enhance the structural integrity of the buildings during the simulation.

Areas of Agreement / Disagreement

Participants generally agree on the foundational concepts of earthquake simulation and the importance of visual interest in the context of a video game. However, there is no consensus on the level of realism required or the specific implementation details, indicating multiple competing views on how to approach the simulation.

Contextual Notes

Limitations include the lack of detailed discussion on the specific physics principles involved in earthquake dynamics, as well as the dependence on the definitions of realism and visual appeal in the context of video game design.

Who May Find This Useful

This discussion may be useful for game developers, students in programming or physics courses, and anyone interested in the intersection of physics and game design, particularly in simulating natural phenomena like earthquakes.

marchinram
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Hello,
I want to write an earthquake simulation for one of my programming classes and wanted to know where to look to get started understanding some of the forces and other properties of earthquakes. This is for a video game physics class so it doesn't have to be super accurate the class is more about learning how to incorporate physics into your games but I would like it to look somewhat realistic. I'm planning on using opengl to render some buildings made of blocks and having them crumble when someone shakes an iPad. Any help on how to get started from the physics side would be very helpful. Thanks!
 
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Hi dear,
Earthquake simulation applies a real or simulated vibrational input to a structure that possesses the essential features of a real seismic event. Earthquake simulations are generally performed to study the effects of earthquakes on man-made engineered structures, or on natural features which may present a hazard during an earthquake.
 
Yeah i understand, but I'm making it for a video games physics class and I'm by no means an expert in physics, I was just hoping for some advice to write a basic one that is visually interesting more than realistic. I wrote a basic physics engine which can apply forces to particles and rigid bodies, I was hoping to use that knowledge to make something cool.
 
Basic Advice: start off with a flat surface. Use the input from the ipad to shake this flat surface in x,y,z directions. On the flat surface, construct "buildings" which are comprised of rigid body blocks of different sizes. Give each of these rigid bodies a mass - you need inertia for the earthquake to do its work. Use large blocks for things like columns, window frames, etc. Then make the rest of the building out of small blocks. If opengl allows you to apply friction or stickiness between bodies, use this to keep the buildings together. Then try giving your model a shake, and see how it looks. If it looks too much like a toddler's block house falling down, decrease the scale of your components. If it looks like a sandcastle collapsing, add more big structural elements.

For fun, make some of the smaller rigid bodies in the buildings people shaped.
 

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