MCH3012 Physics for Game ProgrammingBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

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.

Basic information

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.

Learning Outcomes

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

Course Content

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;

Weekly Detailed Course Contents

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

Sources

Course Notes / Textbooks: David H. Eberly, “Game Physics”, (2010, 2nd ed.)
ISBN:978-0123749031
References: Online resources, Video tutorials

Evaluation System

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

ECTS / Workload Table

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

Contribution of Learning Outcomes to Programme Outcomes

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Program Outcomes Level of Contribution
1) Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design.
2) Analyze, synthesize, and evaluate information and ideas from various perspectives.
3) Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game.
4) Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience.
5) Understand the technology and computational principles involved in developing games and master the use of game engines.
6) Understand the process of creation and use of 2D and 3D assets and animation for video games.
7) Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process.
8) Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process.
9) Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation.
10) Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice.
11) Understand the process of game publishing within industry standards besides development and utilize this knowledge practice.
12) Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games.