SylabUZ
Course name | Physics of computer games |
Course ID | 13.2-WF-FizD-PN-S19 |
Faculty | Faculty of Physics and Astronomy |
Field of study | Physics |
Education profile | academic |
Level of studies | Second-cycle studies leading to MS degree |
Beginning semester | winter term 2019/2020 |
Semester | 2 |
ECTS credits to win | 2 |
Available in specialities | Computer Physics |
Course type | obligatory |
Teaching language | english |
Author of syllabus |
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The class form | Hours per semester (full-time) | Hours per week (full-time) | Hours per semester (part-time) | Hours per week (part-time) | Form of assignment |
Laboratory | 30 | 2 | - | - | Credit with grade |
The aim of the course is to familiarize students with the methods of computer physics used in computer games and animation.
1. Knowledge of the dynamics of a material point and rigid body.
2. Knowledge of numerical methods
3. Knowledge of the basics of computer simulations
4. Programming in Python and / or C ++
5. Knowledge of the Linux operating system
1. Algorithms for solving equations of motion
2. Systems of non-interacting particles - "particle dynamics"
3. Masses connected by springs - "cloth simulations"
4. Dynamics of a rigid body - "ragdoll simulations"
5. Physics laws and simulations of real objects in games (simulators)
6. Methods of statistical physics in computer games - herd behavior, randomness
Laboratory exercises, project method, group work, ideas exchange, brainstorming, presentation, work with documentation, independent acquisition of knowledge.
Outcome description | Outcome symbols | Methods of verification | The class form |
Semester project - 70% of the grade
Activity during classes - 30% of the grade
1. Fizyka dla programistów gier, David M. Bourg , Helion 2003
2. Game Physics Engine Development, Millington Ian, Focal Press, 2010
3. Physics for Game Programmers, Grant Palmer, Apress 2005
Internet
Modified by dr Marcin Kośmider (last modification: 10-06-2019 22:27)