Mathematics and physics for game developerLaajuus (5 cr)
Code: PT00EO98
Credits
5 op
Teaching language
- Finnish
Objective
The student understands the constraints and restrictions of computer calculations
The student knows the basics of vector and matrix algebra as well as different transformations in the 3D-space
The student understands how the center of mass is calculated and how it affects the physics calculation in games
The student can model simple discrete time mechanics programmatically
The student knows how to program a simple collision detection system and how to solve those collisions
Content
Representation of number systems and rounding error in computers
Vectors, matrices, quaternions. Translation, scaling and rotation in 3D-space.
Applying trigonometry for different problems in games.
Kinematics, forces and kinetics.
Collisions, collision detection and resolution
Enrollment
04.11.2024 - 17.11.2024
Timing
13.01.2025 - 30.04.2025
Number of ECTS credits allocated
5 op
RDI portion
1 op
Mode of delivery
Contact teaching
Unit
Department of Information Technology
Campus
Kotka Campus
Teaching languages
- Finnish
Seats
20 - 35
Degree programmes
- Degree Programme in Game Technology
Teachers
- Teemu Saarelainen
Teacher in charge
Teemu Saarelainen
Groups
-
PTKT23SPGame technologies, full-time studies
Objective
The student understands the constraints and restrictions of computer calculations
The student knows the basics of vector and matrix algebra as well as different transformations in the 3D-space
The student understands how the center of mass is calculated and how it affects the physics calculation in games
The student can model simple discrete time mechanics programmatically
The student knows how to program a simple collision detection system and how to solve those collisions
Content
Representation of number systems and rounding error in computers
Vectors, matrices, quaternions. Translation, scaling and rotation in 3D-space.
Applying trigonometry for different problems in games.
Kinematics, forces and kinetics.
Collisions, collision detection and resolution
Opiskelumateriaali
Lecture slides, exercises, and any other possible web materials will be published on the course's online learning platform. The exercises and their model answers will also be provided to students on the course platform and/or through the Teams channel.
Yksilölliset oppimisväylät
The teaching will be conducted as in-person instruction, meaning the student will participate in on-site activities according to the schedule. The learning will be structured around scheduled group meetings and independent learning tasks. The student will complete the required projects and exercises within the timeline and may take part in an exam towards the end of the course.
Alternatively, the course can be completed solely through an exam, or competence can be recognized and accredited in accordance with the unified process used by the institution. Any of these alternative completion methods must be agreed upon with the course instructor.
TKI ja työelämäyhteistyö
The course involves programming game features that utilize mathematics and physics, which can be applied in games and simulations. When possible, real-world problems encountered in game programming and in game companies will be addressed, and solutions will be developed using game mathematics and physics techniques.
Tentit ja muut määräajat
Harjoitustehtävät ja -työt palautetaan oppimisalustalle siellä ilmoitettuun määräaikaan mennessä. Harjoitustehtäviä tehdään viikottain ja mahdollinen isompi harjoitustyö palautetaan kurssin loppupuolella. Opintojakson teoriakokeen ajankohta sovitaan erikseen yhdessä opiskelijoiden kanssa.
Kansainvälinen yhteistyö
Opintojaksolla ei ole kansainvälistä yhteistyötä.
Opiskelijan työmäärä
Opintojakson laajuus on 5op, mikä tarkoittaa yhteensä 135h opiskelijan työtä. Tästä noin 60h on ohjattua työskentelyä ja 75h itsenäistä työskentelyä.
Further information
Opintojakson toteutus perustuu hyvin paljon pelimatemaatiikan ja -fysiikan työkalujen ohjelmointiin sekä pelimoottereiden ja muiden ohjelmistojen käyttöön. Opiskelijalta edellytetään siis kohtuullisia ohjelmointitaitoja ja yleisimpien pelimoottoreiden käytön perusosaamista.
Evaluation scale
1-5
Assessment methods and criteria
Opintojakson hyväksytty suorittaminen edellyttää riittävää määrää harjoitustehtävien tekoa hyväksytysti ja ajallaan sekä mahdollisten harjoitustyön ja teoriakokeen suorttiamista hyväksytysti.
Enrollment
06.11.2023 - 17.11.2023
Timing
01.01.2024 - 30.04.2024
Number of ECTS credits allocated
5 op
Virtual portion
1 op
RDI portion
1 op
Mode of delivery
80 % Contact teaching, 20 % Distance learning
Unit
Department of Information Technology
Campus
Kotka Campus
Teaching languages
- Finnish
Seats
15 - 35
Degree programmes
- Degree Programme in Game Technology
Teachers
- Teemu Saarelainen
Teacher in charge
Teemu Saarelainen
Groups
-
PTKT22SPGame technologies, full-time studies
Objective
The student understands the constraints and restrictions of computer calculations
The student knows the basics of vector and matrix algebra as well as different transformations in the 3D-space
The student understands how the center of mass is calculated and how it affects the physics calculation in games
The student can model simple discrete time mechanics programmatically
The student knows how to program a simple collision detection system and how to solve those collisions
Content
Representation of number systems and rounding error in computers
Vectors, matrices, quaternions. Translation, scaling and rotation in 3D-space.
Applying trigonometry for different problems in games.
Kinematics, forces and kinetics.
Collisions, collision detection and resolution
Opiskelumateriaali
Electronic material as well as web material published on the course's Learn platform. Exercises and their model answers are also given to students on the course's Learn platform and / or Teams channel.
Yksilölliset oppimisväylät
Participation in contact and / or remote learning according to the work schedule. The student completes the assignments, tasks and project work required in the course before the given deadlines and participates in the exam at the end of the course if it will be arranged.
Alternative methods of study must be agreed with the lecturer in charge before the beginning of the course.
A work integrated learning path is possible if you can develop your know-how on the topics mentioned in the course description. In this case you must contact the lecturer well before the course starts to determine if
- it's possible to use a work integrated learning path in your case
- what kind of evidence can you provide on your work-related know-how
- what parts of the course you may have to complete in normal contact learning
TKI ja työelämäyhteistyö
During the course students will program a very basic implementation of a physics engine that can be utilized in games and simulations. Where possible, the actual physics problems encountered in game programming and game companies will be addressed.
Tentit ja muut määräajat
Exercises and assignments will be returned to the Learn platform by the deadline specified there.
Opiskelijan työmäärä
A total of 135h, of which about 70h is contact learning and 65h is independent work.
Evaluation scale
1-5
Assessment methods and criteria
Grading is based on the following:
- participation in contact learning
- completing course assignments
- possible project work