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Game Physics and AlgorithmsLaajuus (5 cr)

Code: 5051233

Credits

5 op

Objective

After completing the course the student can
- use discrete time in programming
- use physics theories in programming
- simulate practical and mechanical problems by programming
- construct and implement efficient algorithms of the topics above for game purposes

Content

- Algorithmics with focus on algorithm design and algorithm analysis
- Time in programming
- Kinematics and rotational motion
- Forces causing movement
- Collisions
- Using simulations in programming

Enrollment

02.07.2024 - 18.10.2024

Timing

21.10.2024 - 20.12.2024

Number of ECTS credits allocated

5 op

Mode of delivery

Contact teaching

Unit

Engineering and Business

Campus

Kupittaa Campus

Teaching languages
  • English
Degree programmes
  • Degree Programme in Information and Communication Technology
  • Degree Programme in Information and Communications Technology
Teachers
  • David Oliva
Groups
  • ICTMODgameSem
  • PTIVIS22P
    Game and Interactive Technologies

Objective

After completing the course the student can
- use discrete time in programming
- use physics theories in programming
- simulate practical and mechanical problems by programming
- construct and implement efficient algorithms of the topics above for game purposes

Content

- Algorithmics with focus on algorithm design and algorithm analysis
- Time in programming
- Kinematics and rotational motion
- Forces causing movement
- Collisions
- Using simulations in programming

Materials

Given by teacher every monday, but in case, any book/video related to game physics

Teaching methods

The course includes: 1) a lecture on mondays, where the weekly scope and the necessary theory or fundamentals are explained, 2) a workshop on thursdays where the students present their progress, 3) own-work to develop and improve software development skills.

Exam schedules

There are no exams in this course. Evaluation is based on weekly work and final work. See Assessment info.

International connections

The courser is very practical, i.e., the students creates every week they own projects according to the scope of the week and their own development goals.
Fundamentally, they need to Analyze -> think -> work -> solve -> show

Completion alternatives

Teacher will provide powerpoints, video materials, and in some cases code

Student workload

Between 21 October 2024 (Week 43) and 16th December 2024 (Week 51)
ATTENTION: Final dates published in ItsLearning. Always check ItsLearning!

Mondays from 9:00 to 12:00 in Auditorium. Class is face to face
Tuesdays. 4 hours own work
Wednesdays: 4 hours own work
Thursdays: from 9:00 to 12:00 in room C3031
Fridays: 4 hours own work

The used hours are approximately 135 which is equivalent to 5 ECTs

Content scheduling

The course starts on 21st October at 9:00, it ends on 16.12., and it is divided in 7 blocks.
The blocks and their corresponding goals are:

1.Tools
Learn basics related to the use of Unity to solve Physics in games
Understand connection between UI and hardcore coding

2. Cinematics
Use elemental physics equaltions to model different types of objects motion
Learn verification methods to test the correctness of the solution

3. Collisions
Understand frequent algorithms applied for collisions and avoidance of tunneling effect
Learn about changes of trayectories and velocities using collision principles

4. Sniper
Improve knowledge on projectile trayectories when considering physical effects like air resistance and air drag
Learn to use databases and second order equation fitting to empirical data

5. Acoustics
Learn basics of sound propagation and transmission in open and close spaces
Learn tools for immersive 3D-audio modelling in Unity

6. Fluids
Understand basics about smoke and flames propagation
Learn the use of shaders and other modelling tools for visually appealing representation of flames and smoke

7. Demo
Improve oral and visual presentation skills when pitching your game/demo

Further information

Monday and Thursday classes are mandatory!

Evaluation scale

H-5

Assessment methods and criteria

The course presents to the students six topics of physics applied in games. Each week the student has to do a game-demo related to the topic and a 3 minute long video explaining the parts of the project and the final outlook.
Each video will be evaluated by the teacher(s), who will grade the video according to 8 qualities (Goal, Physics Methods, Programming Methods, Data Visualization, Originality of approach, Quality of implementation, Visual outlook, Overall). Each quality is graded from from 0 to 5 points, and the average is calculated.

Final video counts 20 % of final grade. Missing the final video is 1 point penalty from final grade. Deadline Sunday 15th December 23:59
6 weekly videos = 60 % (each 10 %). Missing the video by deadline is 0.5 points penalty from final grade. Deadline on following Sunday at 23:59
Self-evaluation = 10 % of weekly videos
Peer-evaluation = 10 % of weekly videos

Each student should grade 5 videos every week, by following Sunday after deadline. Not watching and grading videos implies to loose the points achieved by self-evaluation and peer-evaluation.

Mostly all the students pass this course, as it doesn't have exam and it is based on the work done during 7 weeks.

Assessment criteria, fail (0)

Less than 1 point = Fail

Assessment criteria, satisfactory (1-2)

Between 1 and 1.79 points = 1
Between 1.8 and 2.59 points = 2

Assessment criteria, good (3-4)

Between 2.6 and 3.39 points = 3
Between 3.4 and 4.19 points = 4

Assessment criteria, excellent (5)

More than 4.2 points = 5

Enrollment

01.08.2023 - 30.09.2023

Timing

31.08.2023 - 31.12.2023

Number of ECTS credits allocated

5 op

Mode of delivery

Contact teaching

Unit

Engineering and Business

Campus

Kupittaa Campus

Teaching languages
  • English
Seats

20 - 60

Degree programmes
  • Degree Programme in Information and Communication Technology
  • Degree Programme in Information and Communications Technology
Teachers
  • David Oliva
Teacher in charge

David Oliva

Groups
  • ICTMODgameSem
  • PTIVIS21P
    Game and Interactive Technologies

Objective

After completing the course the student can
- use discrete time in programming
- use physics theories in programming
- simulate practical and mechanical problems by programming
- construct and implement efficient algorithms of the topics above for game purposes

Content

- Algorithmics with focus on algorithm design and algorithm analysis
- Time in programming
- Kinematics and rotational motion
- Forces causing movement
- Collisions
- Using simulations in programming

Materials

Teacher will provide powerpoints. Theory classess requires students to bring paper and pen to take notes

Teaching methods

Typical teaching in class room
+
Student preparation of own demos

Exam schedules

There are no exams in this course. Evaluation is based on weekly work and final work. See Assessment info.

International connections

Analyze -> think -> work -> solve -> show

Student workload

Between XX November 2023 (Week 45) and XX December 2023 (Week 51)
ATTENTION: Final dates published in ItsLearning. Always check ItsLearning!

Mondays from 9:00 to 12:00 in Auditorium. Class is face to face
Tuesdays. 4 hours own work
Wednesdays: 4 hours own work
Thursdays: from 9:00 to 12:00 in room C3031
Fridays: 4 hours own work

The used hours are approximately 135 which is equivalent to 5 ECTs

Content scheduling

The course starts on XXth October (MORE INFORMATION SOON)
The course is divided in 7 blocks. The blocks and their corresponding goals are:

1.Tools
Learn basics related to the use of Unity to solve Physics in games
Understand connection between UI and hardcore coding

2. Cinematics
Use elemental physics equaltions to model different types of objects motion
Learn verification methods to test the correctness of the solution

3. Collisions
Understand frequent algorithms applied for collisions and avoidance of tunneling effect
Learn about changes of trayectories and velocities using collision principles

4. Sniper
Improve knowledge on projectile trayectories when considering physical effects like air resistance and air drag
Learn to use databases and second order equation fitting to empirical data

5. Acoustics
Learn basics of sound propagation and transmission in open and close spaces
Learn tools for immersive 3D-audio modelling in Unity

6. Fluids
Understand basics about smoke and flames propagation
Learn the use of shaders and other modelling tools for visually appealing representation of flames and smoke

7. Demo
Improve oral and visual presentation skills when pitching your game

Further information

come to the class. Don't be lazy

Evaluation scale

H-5

Assessment methods and criteria

The course presents to the students six topics of physics applied in games.
Each week the student has to do a game-demo related to the topic and a video explaining the parts of the project and the final outlook.
Each video will be evaluated by the two teachers and they will grade the video from 0 to 5 points.
The average of the six videos is calculated and that counts for 66 % of the grade.
The last two weeks the student prepare a final game project including as many topics of the course as possible. The project is presented real-time (no video) to the rest of the participants. This work will be grade by the two teachers, and it will count for 34 % of the grade.

Enrollment

30.07.2022 - 21.10.2022

Timing

29.08.2022 - 22.12.2022

Number of ECTS credits allocated

5 op

Mode of delivery

Contact teaching

Unit

Engineering and Business

Campus

Kupittaa Campus

Teaching languages
  • English
Degree programmes
  • Degree Programme in Information and Communication Technology
  • Degree Programme in Information and Communications Technology
Teachers
  • David Oliva
  • Alarik Näykki
Teacher in charge

David Oliva

Groups
  • ICTMODgameSem
  • PTIVIS20P
    Game and Interactive Technologies

Objective

After completing the course the student can
- use discrete time in programming
- use physics theories in programming
- simulate practical and mechanical problems by programming
- construct and implement efficient algorithms of the topics above for game purposes

Content

- Algorithmics with focus on algorithm design and algorithm analysis
- Time in programming
- Kinematics and rotational motion
- Forces causing movement
- Collisions
- Using simulations in programming

Materials

Teacher will provide powerpoints. Theory classess requires students to bring paper and pen to take notes

Teaching methods

Typical teaching in class room
+
Student preparation of own demos

Exam schedules

There are no exams in this course. Evaluation is based on weekly work and final work. See Assessment info.

International connections

Analyze -> think -> work -> solve -> show

Student workload

Between XX November 2022 (Week 45) and XX December 2020 (Week 51)
ATTENTION: Final dates published in ItsLearning. Always check ItsLearning!

Mondays from 9:00 to 12:00 in Auditorium. Class is face to face
Tuesdays. 4 hours own work
Wednesdays: 4 hours own work
Thursdays: from 9:00 to 12:00 in room C3031
Fridays: 4 hours own work

The used hours are approximately 135 which is equivalent to 5 ECTs

Content scheduling

The course starts on 24th October at 9:00, ends on 15.12., and it is divided in 7 blocks.
The blocks and their corresponding goals are:

1.Tools
Learn basics related to the use of Unity to solve Physics in games
Understand connection between UI and hardcore coding

2. Cinematics
Use elemental physics equaltions to model different types of objects motion
Learn verification methods to test the correctness of the solution

3. Collisions
Understand frequent algorithms applied for collisions and avoidance of tunneling effect
Learn about changes of trayectories and velocities using collision principles

4. Sniper
Improve knowledge on projectile trayectories when considering physical effects like air resistance and air drag
Learn to use databases and second order equation fitting to empirical data

5. Acoustics
Learn basics of sound propagation and transmission in open and close spaces
Learn tools for immersive 3D-audio modelling in Unity

6. Fluids
Understand basics about smoke and flames propagation
Learn the use of shaders and other modelling tools for visually appealing representation of flames and smoke

7. Demo
Improve oral and visual presentation skills when pitching your game

Further information

come to the class. Don't be lazy

Evaluation scale

H-5

Assessment methods and criteria

The course presents to the students six topics of physics applied in games.
Each week the student has to do a game-demo related to the topic and a video explaining the parts of the project and the final outlook.
Each video will be evaluated by the two teachers and they will grade the video from 0 to 5 points.
The average of the six videos is calculated and that counts for 66 % of the grade.
The last two weeks the student prepare a final game project including as many topics of the course as possible. The project is presented real-time (no video) to the rest of the participants. This work will be grade by the two teachers, and it will count for 34 % of the grade.