Game Physics (5 cr)
Code: 5051233-3001
General information
Enrollment
02.07.2020 - 30.09.2020
Timing
01.08.2020 - 31.12.2020
Number of ECTS credits allocated
5 op
Mode of delivery
Contact teaching
Unit
Engineering and Business
Teaching languages
- English
Degree programmes
- Degree Programme in Information and Communication Technology
- Degree Programme in Information and Communications Technology
Teachers
- David Oliva
- Werner Ravyse
Teacher in charge
David Oliva
Groups
-
PTIVIS18PPTIVIS18P
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
To be updated no later than 1.10.2020
International connections
Analyze -> think -> work -> solve -> show
Student workload
Between 2 November 2020 (Week 45) and 18 December 2020 (Week 51)
Mondays from 12:00 to 16:00 in Auditorium
Tuesdays. 4 hours own work
Wednesdays: 4 hours own work
Thursdays: from 8:00 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 occurs during a 7 week period (from 2.11.2020 until 18.2, weeks 45 - 51) and it is divided in 7 blocks.
The blocks and their correspoing 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
To be updated no later than 1.10.2020