BCO611 - PHYSICS IN COMPUTER ANIMATIONS and GAMES

Course Name Code Semester Theory
(hours/week)
Application
(hours/week)
Credit ECTS
PHYSICS IN COMPUTER ANIMATIONS and GAMES BCO611 Any Semester/Year 3 0 3 6
Prequisites-
Course languageTurkish
Course typeElective 
Mode of DeliveryFace-to-Face 
Learning and teaching strategiesLecture
Discussion
Observation
Demonstration
Drill and Practice
Project Design/Management
 
Instructor (s)
Course objectiveThe purpose of this course is to understand the motion of bodies with the set of physical laws which described by the Classical mechanics that is the most used tool in computer animations and games.  
Learning outcomes
  1. At the end of this course a student, can learn the rigid body mechanics and calculations.
  2. can learn the deformable body mechanics such as cloths, textiles and strings.
  3. can learn collision detection and calculations.
  4. can learn transfer the knowledge of classical mechanics into the human movement.
  5. can learn how to calculate the centre of mass human body and segments.
  6. can learn the fundamentals of fluid dynamics.
  7. can learn how to use Python and related libraries for calculations.
Course ContentMethods of kinematics and kinetics of rigid body systems and fluid dynamics are covered to understand the game engines in this course. 
References? Bourg, D.M., Bryan, B., Physics for Game Developers, 2nd Edition, O'Reilly Media. 2013. ISBN: 978-1-4493-9251-2
? Palmer, G., Physics for Game Programmers, Apress. 2005. ISBN: 978-1-59059-472-8
 

Course outline weekly

WeeksTopics
Week 1Introduction to the course, What is classical mechanics?
Week 2Python programming fundamentals, Velocity and acceleration; Python applications
Week 3Python programming fundamentals, Angular velocity and acceleration; Python applications
Week 4Particles in 2D motion; Python applications
Week 5Particles in 3D motion; Python applications
Week 6Kinematics of rigid body; Python applications
Week 7Force, Moment of a Force, Angular Momentum; Python applications
Week 8Spring-Damper systems; Python applications
Week 9Linear Momentum and Impulse, Elastic and Inelastic Collision; Python applications
Week 10Introduction to Fluid Dynamics, Drag, Lifting, Magnus Effect; Python applications
Week 11Physical Modeling; Simulation of flying objects
Week 12Physical Modeling; Simulation of floating objects
Week 13Physical Modeling; Simulation of explositions and collisions
Week 14Physical Modeling; Human movement
Week 15Preparation to final exam
Week 16Final exam

Assesment methods

Course activitiesNumberPercentage
Attendance00
Laboratory00
Application00
Field activities00
Specific practical training00
Assignments630
Presentation00
Project00
Seminar00
Midterms120
Final exam150
Total100
Percentage of semester activities contributing grade succes050
Percentage of final exam contributing grade succes050
Total100

WORKLOAD AND ECTS CALCULATION

Activities Number Duration (hour) Total Work Load
Course Duration (x14) 14 3 42
Laboratory 14 2 28
Application000
Specific practical training000
Field activities000
Study Hours Out of Class (Preliminary work, reinforcement, ect)14342
Presentation / Seminar Preparation236
Project12020
Homework assignment000
Midterms (Study duration)12020
Final Exam (Study duration) 12222
Total Workload4773180

Matrix Of The Course Learning Outcomes Versus Program Outcomes

D.9. Key Learning OutcomesContrubition level*
12345
1. Students can utilize current techniques, skills, and tools necessary for computer animation and game technologies.    X
2. Understands the interdisciplinary interactions associated with the field.  X  
3. Students can analyze the local or global impact of individuals, organizations, and communities on computer animation and game technologies. X   
4. Students can effectively establish connections with a specific user base  X  
5. Students possess understanding and responsibility in professional, ethical, legal, security, and social matters.   X 
6. Students have the ability to effectively participate in a team created to achieve a common goal.    X
7. Students have the ability to use, acquire, and develop certain software tools, processes, components, or systems according to specified requirements.   X 
8. Students analyze and define a problem within their field and identify appropriate solution processes required for suitable solutions. X   
9. Students have the ability to apply the computer and mathematical knowledge required by the discipline. X   
10. Students have the ability to apply artistic culture and aesthetic subjects related to their discipline. X   

*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest