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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

  • PTIVIS18P
    PTIVIS18P

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