COMMUNICATION DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
MCH3012 | Physics for Game Programming | Spring | 3 | 0 | 3 | 6 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | English |
Type of course: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assoc. Prof. MEHMET BERKE GÜR |
Recommended Optional Program Components: | N/A |
Course Objectives: | Many games benefit from the use of real physics for enhanced reality. Therefore it is important for a game developer to understand and use law of physics to plan more realistic games. This course serves as a starting point for the development of physics-based realistic games. |
The students who have succeeded in this course; 1- Apply Newton’s Second Law to particles and particle systems, 2- Use 3D kinematics of particles and rigid bodies in example scenarios, 3- Describe the forces and moments in rigid bodies, 4- Model the motion of fundamental vehicles : aircraft, ship and car, 5- Understand the physics of light and its interaction between surfaces, 6- Describe the surface properties of different materials used in solid modeling, 7- use Processing environment to program fundamental game concepts with physical realism |
The role of physics in game programming; Basic Concepts from Physics; Rigid Body Motion; Introduction to Processing Programming; Game Programming Lab; Vehicle models; Modeling ambient environment; Game programming applications; |
Week | Subject | Related Preparation |
1) | The role of physics in game programming | See course web site for additional resources and info |
2) | Basic Concepts from Physics: Velocity, mass, acceleration, force etc. | |
3) | Basic Concepts from Physics (cont) | |
4) | Rigid Body Motion; Term projects and formation of project groups | |
5) | Introduction to Processing Programming | |
6) | Processing (cont) | |
7) | Game Programming Lab | |
8) | Vehicle models | |
9) | Vehicle models | |
10) | Modeling ambient environment | |
11) | Modeling ambient environment (cont) | |
12) | Midterm; Project interim checks | Prepare yourself for project interim check |
13) | Game programming applications | |
14) | Project presentations | Prepare a presentation about your project; check your project whether it works for all conditions |
Course Notes / Textbooks: | David H. Eberly, “Game Physics”, (2010, 2nd ed.) ISBN:978-0123749031 |
References: | Online resources, Video tutorials |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 5 |
Homework Assignments | 3 | % 15 |
Presentation | 1 | % 10 |
Project | 1 | % 40 |
Midterms | 1 | % 15 |
Final | 1 | % 15 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 45 | |
PERCENTAGE OF FINAL WORK | % 55 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 42 |
Laboratory | 1 | 3 |
Study Hours Out of Class | 16 | 48 |
Presentations / Seminar | 1 | 5 |
Project | 1 | 20 |
Homework Assignments | 3 | 12 |
Midterms | 1 | 4 |
Final | 1 | 6 |
Total Workload | 140 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | Create design oriented application for the visual communication design field. | |
2) | Resolve visual communication problems via concept based designs and an integrated perspective in the visual communication design field. | |
3) | Qualify in design directing through analysis and design processes. | |
4) | Display creative thinking, approach and production process skills. | |
5) | Integrate basic fields of visual communication; print, time-based and interactive media, through mastering each one of these fields individually. | |
6) | Identify complementary design solutions in the visual field in order to solve communication problems. | |
7) | Perform necessary operational skills in order to finalize products in the visual communication design field. | |
8) | Evaluate recent design trends and the evolving aesthetic perspectives. | |
9) | Use recent design softwares that coincide with the developing information technologies and communication channels. | |
10) | Interpret theoretical, historical and intellectual roots of the visual communication design field. | |
11) | Perform necessary time management in order to complete a visual communication design project. | |
12) | Demonstrate leadership qualities in a design team as well as individual skills during the progress of a visual communication design project. | |
13) | Display compositional solutions and aesthetic skills to fulfill design needs in a visual communication design work. | |
14) | Develop academical, intellectual and critical point of view for global, local and individual visual communication design works. | 3 |