COURSE SYLLABUS

Computer game physics 7.5 Credits

Datorspelsfysik
First cycle, S0009D
Version
Course syllabus valid: Autumn 2016 Sp 1 - Present
The version indicates the term and period for which this course syllabus is valid. The most recent version of the course syllabus is shown first.

Syllabus established
by 08 Dec 2007

Last revised
by Jonny Johansson, HUL SRT 15 Feb 2016

Education level
First cycle
Grade scale
G U 3 4 5
Subject
Media Technology
Subject group (SCB)
Computer Technology

Entry requirements

In order to meet the general entry requirements for first cycle studies you must have successfully completed upper secondary education and documented skills in English language and Programming skills such D0037D Object Oriented Programming, S0006E Real-time computer graphics programming, D0041D Data structures and algorithms. Mathematical equivalent M0038M Mathematics I - Calculus and M0024M Analysis 2, Integral Calculus and Linear Algebra or equivalent.


More information about English language requirements


Selection

The selection is based on 1-165 credits.



Course Aim

The course gives an overview of physics-based realism in games and other real-time simulations.

The student should be able to:

  • With broad knowledge in the field of computer games physics to understand the system level, and apply knowledge of mathematics and science for specific issues. As shown through the presentation of concepts of physics-based realism in computer games.
  •  Model, simulate, predict, and evaluate methods and algorithms for physics simulations in games. As shown through the simulation lab.
  •  Identify the need for further knowledge and to continuously upgrade their skills. As shown through the presentation of an in-depth study of the identification of further work.
  •  Understand, implement, and develop algorithms for physics simulations in games.
  •  Understand and implement physics simulations at the system level in a game engine.
  •  Have knowledge of computer games, role of physics in computer games, as well as insight into the development process.

Contents

In this course covered:

  • Kinematics
  • Forces
  • Collisions
  • Projectiles
  • Vehicle Physics
  • Rigid Bodies
  • Particle System

Realization

The course consists of lectures, lab assignments, and seminars. Seminars are based on recent scientific publications. Mandatory participation in laboratory work and seminars.


Examination

Compulsory assignments or seminars may occur.
Each assignment is graded, after which the final grade for the course is a combination of these grades. Each assignment specifies what is required for various grades.
Examination can occur up to three years after the course is started.


Examiner
Patrik Holmlund

Literature. Valid from Autumn 2011 Sp 1 (May change until 10 weeks before course start)
Ian Millington: Game Physics Engine Development, ISBN-10: 012369471X

Course offered by
Department of Computer Science, Electrical and Space Engineering

Items/credits
NumberTypeCreditsGrade
0007Laboratory work4.0U G#
0008Written exam3.5G U 3 4 5

Study guidance
Study guidance for the course is to be found in our learning platform Canvas before the course starts. Students applying for single subject courses get more information in the Welcome letter. You will find the learning platform via My LTU.