BCA603 - MATH & PHYSIC FOR GAME ENGINES
Course Name | Code | Semester | Theory (hours/week) |
Application (hours/week) |
Credit | ECTS |
---|---|---|---|---|---|---|
MATH & PHYSIC FOR GAME ENGINES | BCA603 | Any Semester/Year | 3 | 0 | 3 | 7.5 |
Prequisites | Calculus, Computational Geometry, Linear Algebra | |||||
Course language | Turkish | |||||
Course type | Elective | |||||
Mode of Delivery | Face-to-Face | |||||
Learning and teaching strategies | Lecture Discussion Drill and Practice Project Design/Management | |||||
Instructor (s) | ||||||
Course objective | The aim of this course is to provide students knowledge of maths and physics required to program 3D game engines. We give mathematical techniques that a game programmer would need to develop a 3D graphics engine and focuses on the physics needed by game programmers in order to add realism to their games. | |||||
Learning outcomes |
| |||||
Course Content | Transforms; 3D Engine Geometry; Ray Tracing; Polygonal Techniques; Numerical Methods; Curves and Surfaces; Newton Mechanics; Kinematics; Force; Projectiles; Collisions; Sport Simulations, Cars and Motorcycles; Boats and Things that Float; Airplanes, Rockets and Missiles; The Physics of Solids; Explosions; Lasers. | |||||
References | ? Eric Lengyel; Mathematics for 3D Game Programming & Computer Graphics, 2. Ed. ; Charles River Media (2004), ISBN: 1-58450-277-0 ? David H. Eberly; 3D Game Engine Design 2. Ed.; Morgan Kaufmann Pub., ISBN 13: 978-0-12-229063-3 ? Grant Palmer; Physics for Game Programmers; Apress, (2005) ISBN: (pbk): 1-59059-472-X ? David M. Bourg; Physics for Game Developers; O?Reilly (2002) ISBN: 0-59-00006-5 ? David Conger; Physics Modeling for Game Programmers; Thomson (2004) ISBN: 1-59200-093-2 |
Course outline weekly
Weeks | Topics |
---|---|
Week 1 | Homogeneous coordinates, quaternions. |
Week 2 | Intersecting rays with common geometric objects |
Week 3 | Manipulation of polygonal models |
Week 4 | Numerical techniques |
Week 5 | Bezier curves and B-splines |
Week 6 | Laws of motion |
Week 7 | Midterm Exam |
Week 8 | Force, mass, and acceleration |
Week 9 | Work, energy, and power |
Week 10 | Torque, moment of inertia, center of mass and rigid body motion. |
Week 11 | Flows |
Week 12 | Momentum, both linear and angular |
Week 13 | Physics of some vehicles |
Week 14 | Internal physics of objects, lasers |
Week 15 | |
Week 16 | Final Exam |
Assesment methods
Course activities | Number | Percentage |
---|---|---|
Attendance | 14 | 5 |
Laboratory | 0 | 0 |
Application | 0 | 0 |
Field activities | 0 | 0 |
Specific practical training | 0 | 0 |
Assignments | 2 | 30 |
Presentation | 0 | 0 |
Project | 0 | 0 |
Seminar | 0 | 0 |
Midterms | 1 | 25 |
Final exam | 1 | 40 |
Total | 100 | |
Percentage of semester activities contributing grade succes | 0 | 60 |
Percentage of final exam contributing grade succes | 0 | 40 |
Total | 100 |
WORKLOAD AND ECTS CALCULATION
Activities | Number | Duration (hour) | Total Work Load |
---|---|---|---|
Course Duration (x14) | 14 | 3 | 42 |
Laboratory | 0 | 0 | 0 |
Application | 0 | 0 | 0 |
Specific practical training | 0 | 0 | 0 |
Field activities | 0 | 0 | 0 |
Study Hours Out of Class (Preliminary work, reinforcement, ect) | 14 | 5 | 70 |
Presentation / Seminar Preparation | 0 | 0 | 0 |
Project | 0 | 0 | 0 |
Homework assignment | 2 | 10 | 20 |
Midterms (Study duration) | 1 | 20 | 20 |
Final Exam (Study duration) | 1 | 30 | 30 |
Total Workload | 32 | 68 | 182 |
Matrix Of The Course Learning Outcomes Versus Program Outcomes
D.9. Key Learning Outcomes | Contrubition level* | ||||
---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |
1. Applies contemporary methods, abilities, and tools essential for computer animation and game technologies. | X | ||||
2. Grasps the interdisciplinary interactions inherent to the field. | X | ||||
3. Examines the local or global influence of individuals, organizations, and communities on computer animation and game technologies. | X | ||||
4. Demonstrates comprehension and accountability in matters pertaining to professionalism, ethics, legality, security, and social issues. | X | ||||
5. Has the ability to effectively participate in a team created to achieve a common goal. | X | ||||
6. Possesses the ability to effectively participate in a team created to achieve a common goal. | X | ||||
7. Analyzes and defines a problem within their field and identifies appropriate solution processes required for suitable solutions. | X | ||||
8. Demonstrates the ability to apply the computer and mathematical knowledge required by the discipline. | X | ||||
9. Understands and is familiar with the principles and applications of algorithms and techniques in computer graphics and computer animation. | X | ||||
10. Utilizes technologies that capture and manipulate design elements to achieve the final production. | X | ||||
11. Apply principles of biomechanics and physics to animation | X | ||||
12. Uses procedural or interactive mechanisms to create animations. | X | ||||
13. Implements appropriate AI techniques in game development. | X |
*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest