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 language | Turkish | |||||
Course type | Elective | |||||
Mode of Delivery | Face-to-Face | |||||
Learning and teaching strategies | Lecture Discussion Observation Demonstration Drill and Practice Project Design/Management | |||||
Instructor (s) | - | |||||
Course objective | The 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 |
| |||||
Course Content | Methods 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
Weeks | Topics |
---|---|
Week 1 | Introduction to the course, What is classical mechanics? |
Week 2 | Python programming fundamentals, Velocity and acceleration; Python applications |
Week 3 | Python programming fundamentals, Angular velocity and acceleration; Python applications |
Week 4 | Particles in 2D motion; Python applications |
Week 5 | Particles in 3D motion; Python applications |
Week 6 | Kinematics of rigid body; Python applications |
Week 7 | Force, Moment of a Force, Angular Momentum; Python applications |
Week 8 | Spring-Damper systems; Python applications |
Week 9 | Linear Momentum and Impulse, Elastic and Inelastic Collision; Python applications |
Week 10 | Introduction to Fluid Dynamics, Drag, Lifting, Magnus Effect; Python applications |
Week 11 | Physical Modeling; Simulation of flying objects |
Week 12 | Physical Modeling; Simulation of floating objects |
Week 13 | Physical Modeling; Simulation of explositions and collisions |
Week 14 | Physical Modeling; Human movement |
Week 15 | Preparation to final exam |
Week 16 | Final exam |
Assesment methods
Course activities | Number | Percentage |
---|---|---|
Attendance | 0 | 0 |
Laboratory | 0 | 0 |
Application | 0 | 0 |
Field activities | 0 | 0 |
Specific practical training | 0 | 0 |
Assignments | 6 | 30 |
Presentation | 0 | 0 |
Project | 0 | 0 |
Seminar | 0 | 0 |
Midterms | 1 | 20 |
Final exam | 1 | 50 |
Total | 100 | |
Percentage of semester activities contributing grade succes | 0 | 50 |
Percentage of final exam contributing grade succes | 0 | 50 |
Total | 100 |
WORKLOAD AND ECTS CALCULATION
Activities | Number | Duration (hour) | Total Work Load |
---|---|---|---|
Course Duration (x14) | 14 | 3 | 42 |
Laboratory | 14 | 2 | 28 |
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 | 3 | 42 |
Presentation / Seminar Preparation | 2 | 3 | 6 |
Project | 1 | 20 | 20 |
Homework assignment | 0 | 0 | 0 |
Midterms (Study duration) | 1 | 20 | 20 |
Final Exam (Study duration) | 1 | 22 | 22 |
Total Workload | 47 | 73 | 180 |
Matrix Of The Course Learning Outcomes Versus Program Outcomes
D.9. Key Learning Outcomes | Contrubition level* | ||||
---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |
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