Course title: Physics of Computer Games
Number of credits (ECTS): 6
Weekly number of classes: 2+2+1+0
Prerequisite for enrollment of the subject: Passed: Physics 1
Course Goals (acquired competencies): Applicable knowledge of the fundamental physical and mathematical concepts and their application in computer games in order to stimulate new ideas to enrich the content of the games based on physical reality. The course will use an appropriate physical software to enable students о develop simple 2D and 3D games.
Total available number of classes: 180
Course Syllabus: Computer games – definition, historical development, classification, status and present facts about the games, characters and stages of development of computer games. Basic physical concepts for the development of computer games – kinematics in 2D and 3D, kinematics of rigid body, dynamics, dynamics of rotational motion, distortion of objects (elasticity, tensile, compressibility). Physical software for game development – Introduction to Software UNITY 3D (basic features of the software, features and intuitive interface), examples of dynamics – collision, types of collisions, detection of collision, model of collider and division of space, methods for collision resolving. Physical modeling – modeling of flight, sailing the boat, moving car, projectile motion and movement of sport balls. Elements of digital physics – touch screens, 3D vision and 3D displays, sound effects, lighting and light effects, application of accelerometer in computer games, real time gaming, geokeshing.
|D. M. Bourg||Physics for Game Developers||O’Reilly Associates||2002|
|D. H. Eberly||Game Physics, 2nd Edition||Elsevier||2010|
|G. Palmer||Physics for Game Programmers||Apress||2005|