Module Texts
Physics for Game Developers, David M Bourg, 2002, O'Reilly, ISBN: 0596000065
Game Physics, David H Eberly, 2003, Morgan Kaufmann, ISBN: 1558607404
Applied Physics for Game Programmers: Creating Real-Time Simulations (Game Development Series), Christopher Watkins, 2004, Charles Rivr Media ISBN; 1584502738.
Module Resources
A personal computer or similar, a development environment or kit, an API or middleware suitable for programming physics in computer games.
Module Special Admissions Requirements
Prior study of CE00371-1, Introduction to Software Development and CE00396-1, Object Oriented and Event Driven Programming or equivalent.
Module Additional Assessment Details
Assignment (50%) assessing learning outcomes 1, 2, 3 and 4.
Exam 2 hours (50%) assessing learning outcomes 1, 2 and 3.
Module Indicative Content
Basic mathematical concepts: Cartesian co-ordinates, vectors.
Rigid-body, particle, and articulated-body dynamics for modelling or animation:
- Newton's laws of motion
- Particle kinematics and kinetics
- Motion with constant velocity or constant acceleration
- Force, gravity, friction
- Momentum, energy
- Projectile motion
- Collisions
- Particle systems
- Forward and inverse kinematics
- Quaternion rotation
Genre-specific physics models: motion capture for skeletal animation, vehicle simulation.
Module Learning Strategies
This module will be delivered through a combination of formal lectures and practical exercises. Emphasis in the lectures will be placed on presenting a broad overview of the subject area, while a single practical assignment will be used to give depth in the core physics principles, algorithms and techniques for generating computer game environments. You will be expected to read the relevant literature, think critically, discuss/consult with peers and tutors. You will also be exptected to develop and appraise software that implements physics models for computer games.
2 lectures and 1 practical per week; (1:n)2 (1:20)1