MATHEMATICS (TURKISH, PHD) | |||||
PhD | TR-NQF-HE: Level 8 | QF-EHEA: Third Cycle | EQF-LLL: Level 8 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
MCH3012 | Physics for Game Programming | Fall | 3 | 0 | 3 | 6 |
The course opens with the approval of the Department at the beginning of each semester |
Language of instruction: | En |
Type of course: | Departmental Elective |
Course Level: | |
Mode of Delivery: | Face to face |
Course Coordinator : | Assoc. Prof. MEHMET BERKE GÜR |
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: | 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 |
Laboratory | 0 | % 0 |
Application | 0 | % 0 |
Field Work | 0 | % 0 |
Special Course Internship (Work Placement) | 0 | % 0 |
Quizzes | 0 | % 0 |
Homework Assignments | 3 | % 15 |
Presentation | 1 | % 10 |
Project | 1 | % 40 |
Seminar | 0 | % 0 |
Midterms | 1 | % 15 |
Preliminary Jury | % 0 | |
Final | 1 | % 15 |
Paper Submission | % 0 | |
Jury | % 0 | |
Bütünleme | % 0 | |
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 | |
Application | |||
Special Course Internship (Work Placement) | |||
Field Work | |||
Study Hours Out of Class | 16 | 48 | |
Presentations / Seminar | 1 | 5 | |
Project | 1 | 20 | |
Homework Assignments | 3 | 12 | |
Quizzes | |||
Preliminary Jury | |||
Midterms | 1 | 4 | |
Paper Submission | |||
Jury | |||
Final | 1 | 6 | |
Total Workload | 140 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution |