Physics of Computer Games

Објавено: October 23, 2019
  1.    Course Title Physics of Computer Games
  2.    Code 3ФЕИТ08Л018
  3.    Study program KTI
  4.    Organizer of the study program (unit, institute, department) Faculty of Electrical Engineering and Information Technologies
  5.    Degree (first, second, third cycle) First cycle
  6.    Academic year/semester III/6   7.    Number of ECTS credits 6.00
  8.    Lecturer Dr Lihnida Stojanovska-Georgievska
  9.    Course Prerequisites Passed: Physics 1
10.    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.

11.    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

12.    Learning methods:  Lectures, presentations, problem solving and laboratory exercises
13.    Total number of course hours 2 + 2 + 1 + 0
14.    Distribution of course hours 180
15.    Forms of teaching 15.1. Lectures-theoretical teaching 30
15.2. Exercises (laboratory, practice classes), seminars, teamwork 45
16.    Other course activities 16.1. Projects, seminar papers 45
16.2. Individual tasks 30
16.3. Homework and self-learning 30
17.    Grading 17.1. Exams 50
17.2. Seminar work/project (presentation: written and oral) 15
17.3. Activity and participation 10
17.4. Final exam 25
18.    Grading criteria (points) up to 49 points     5 (five) (F)
from 50 to 60 points     6 (six) (E)
from 61 to 70 points     7 (seven) (D)
from 71 to 80 points     8 (eight) (C)
from 81 to 90 points     9 (nine) (B)
from 91 to 100 points   10 (ten) (A)
19.    Conditions for acquiring teacher’s signature and for taking final exam Realized laboratory exercise
20.    Language Macedonian and English
21.    Method of monitoring of teaching quality Internal evaluations and surveys
22.    Literature
22.1. Required Literature
No. Author Title Publisher Year
1 D. M. Bourg Physics for Game Developers O’Reilly Associates 2002
2 D. H. Eberly Game Physics, 2nd Edition Elsevier 2010
22.2. Additional Literature
No. Author Title Publisher Year
1 G. Palmer  Physics for Game Programmers  Apress  2005