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Using game engines for physical – based ... [paper 2011/2]
 
   
       
 

ITcon Vol. 16, Special Issue Use of Gaming Technology in Architecture, Engineering and Construction , pg. 3-22, http://www.itcon.org/2011/2

Using game engines for physical – based simulations – a forklift

SUBMITTED: April 2010
REVISED: October 2010
PUBLISHED: January 2011
EDITOR: Turk Z.

Jhih Ren. Juang, Graduate Student,
Computer-Aided Engineering Group, Department of Civil Engineering, National Taiwan University, Taiwan
jrjuang@caece.net

Wei Han. Hung, Graduate Student,
Computer-Aided Engineering Group, Department of Civil Engineering, National Taiwan University, Taiwan
magic@caece.net

Shih Chung. Kang, Assistant Professor, Computer-Aided Engineering Group, Department of Civil Engineering, National Taiwan University, Taiwan
sckang@caece.net

SUMMARY:The detailed simulation of construction operations remains a challenging task in construction practice. A tremendous number of labor-hours are required to set key frames of an animation step-by-step and considerable computational power is needed to render an animation frame-by-frame. This research aims to utilize a game engine, which has been a rapidly evolving field for over a decade, to reduce the effort required by developers. The process of developing a construction simulation was separated into three main steps: 3D model construction, setup of physical properties, and creation of interactive logic. The Blender game engine was selected as the implementation tool, and a forklift simulation was created to demonstrate the concept. With a keypad, users could control a virtual forklift to simulate the manipulation of an actual forklift. The simulation result shows the advantages of developing a game engine-based construction simulation. The quality of the simulation’s graphics provides a high degree of realism, and the interactivity requirements between user and computer are satisfied.

KEYWORDS: virtual construction, physics-based simulation, physics engine, game engine, Blender

FULL TEXT: file.pdf (1,195,546 bytes)

CITATION:

Jhih Ren Juang, Wei Han Hung and Shih Chung Kang (2011) Using game engines for physical – based simulations – a forklift, ITcon Vol. 16, Special Issue Use of Gaming Technology in Architecture, Engineering and Construction , pg. 3-22, http://www.itcon.org/2011/2

 

 
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