OOP Microproject 45-48
OOP Microproject 45-48
By
45 Manas Patil
46 Shravani Patil
47 Sudeep Patil
48 Rohan Rajage
ENROLLMENT NO:
23112120333
23112120334
23112120335
23112120336
SUBJECT INCHARGE
Mr.Urvesh Ghude
“Particle System
Simulation”
is done by
“Manas Patil”
“Shravani Patil”
“Sudeep Patil”
“Rohan Rajage”
is submitted for
“Computer Graphics”
for
the diploma in Computer Engineering to the
Simulation”
requirements of micro-project
By
45 Manas 23112120333
Patil
46 Shravani 23112120334
Patil
47 Sudeep 23112120335
Patil
48 Rohan 23112120336
Rajage
SUBJECT INCHARGE
Vision: -
Mission: -
ethics.
COMPUTER ENGINEERING DEPARTMENT PROGRAMME
OUTCOMES
PO1: Basic and Discipline specific knowledge: Apply knowledge of basic mathematics,
science and engineering fundamentals and engineering specialization to solve the
engineering problems.
PO2: Problem analysis: Identify and analyze well-defined engineering problems using
codified standard methods.
PO7: Life-long learning: Ability to analyze individual needs and engage in updating in the
context of technological changes
COMPUTER ENGINEERING DEPARTMENT PROGRAMME
EDUCATIONAL OBJECTIVES
PEO1: Provide socially responsible, environment friendly
solutions to Computer engineering related broad-based problems adapting
professional ethics.
Aim: -
To develop a Particle System Simulation using Turbo C and the graphics.h library to
visualize particle movements and interactions within a bounded environment.
Course Outcomes: -
Proposed Methodology
1. Analyze the requirements for creating a particle system.
2. Design the structure to represent particles with attributes such as position, velocity,
and color.
3. Use the graphics.h library to render particles and update their movement.
4. Implement boundary detection to make particles bounce within the screen.
Action Plan
Sr. Detail of activity Plan Start Date Plan Finish Date
No.
Subject In-charge
Particle systems are essential tools in computer graphics for simulating natural phenomena
like fire, smoke, rain, and explosions. Introduced by William Reeves in 1983, they have
become a standard for creating realistic effects in movies, games, and weather simulations.
Each particle in the system is characterized by properties such as position, velocity,
lifespan, and color, which are updated over time to simulate dynamic behavior.
The implementation involves initializing particles, updating their state, and rendering them
to create complex visuals. Turbo C and the graphics.h library are often used in educational
projects to teach these concepts, despite their limitations in terms of performance and
advanced graphical capabilities.
Resources Required:
Sr. Name of Specification Qty. Remark
Resource
No.
(components
)
Skill Developed:
1. Understanding of graphics programming.
2. Enhanced coding skills in C.
3. Problem-solving and analytical thinking.
Application:
The particle system simulation is applicable in game development, visual effects, and
educational tools for understanding motion and interaction principles in graphics.
Source Code:
#include <graphics.h>
#include <conio.h>
#include <stdlib.h>
#include <time.h>
typedef struct {
int x, y;
int dx, dy;
int color;
} Particle;
int main() {
Particle particles[MAX_PARTICLES];
int gd = DETECT, gm;
initgraph(&gd, &gm, "C:\\TURBOC3\\BGI");
initializeParticles(particles, MAX_PARTICLES);
while (!kbhit()) {
cleardevice();
updateParticles(particles, MAX_PARTICLES);
drawParticles(particles, MAX_PARTICLES);
delay(30);
}
closegraph();
return 0;
}
Output:-
Working principle:
The working principle of a particle system simulation involves the creation, movement,
and rendering of numerous individual particles that collectively form a visual effect.
Each particle has attributes like position, velocity, and color, which are initialized at the
start. The simulation operates through an update cycle where particles' positions and
properties are modified over time according to predefined rules, such as applying forces
like gravity or collision detection.
Result
The Particle System Simulation project successfully demonstrates the core principles of
computer graphics through the development and execution of a simulation in Turbo C. The
simulation showcases how individual particles can be initialized, updated, and rendered to
create dynamic visual effects.
Conclusion
The Particle System Simulation project demonstrates the practical application of computer
graphics concepts in C. It showcases how particle behavior can be programmed to simulate
motion and interaction, enriching understanding of animations in graphics programming.
Reference:
Subject Incharge