Keynote Presentations

An Introduction to Game Physics Engines
Wednesday 22nd November 2006 - 09:00
Room 5050

Dr. Steven Collins
Trinity College Dublin & Havok

This talk will provide an overview of the design of a real-time rigid body physics engine developed for use in video games.  Deploying a physics engine as a games technology presents some significant challenges to engine developers, challenges which include achieving real-time performance (as distinct from interactive performance, which is not sufficient for video games), giving control over the physics to the game designer (physics is inherently chaotic which makes it difficult to guarantee desired outcomes) and integrating with game production pipelines (requiring tools, data interchange mechanisms and careful attention to the workflows being employed by the game developers).  We’ll introduce rigid body dynamics, illustrating the architecture of a typical engine, highlighting the primary components and features that are important for game developers. Using the Havok engine as a case study, we will explore some of these challenges and present specific examples including vehicle dynamics, character control, audio integration, simulation-debugging and networked physics. Finally we’ll make some predictions about how physics technology may evolve in the next generation of game development and highlight current areas of research that may have impact on the development of future game physics solutions.


Game Work & Game Play – No place for women?
Friday 24th November 2006 - 09:00
Room 5050

Dr. Aphra Kerr
National University of Ireland, Maynooth

Aphra Kerr

I did not start off doing research on women specifically, my research on the digital games industry and digital game play took me there. It was a slow realization – from my initial interviews with game companies to my attendance at trade shows to my discussion with policy makers and finally my attempts to find female gamers to interview.

This keynote will explore what we know about women in the games industry and women who both play and do not play digital games and drawing upon social theory it will try to explain why the current imbalance exists. It will relate the situation in games to that in the media, software and IT industries more generally and explore the implications of the current lack of diversity in game work, games education and game play for wider processes of inclusion in contemporary society.


CGAMES06 Conference
22nd-24th November 2006
Dublin Institute of Technology
Conference Chair: Qasim Mehdi