Mathematics and physics for game developer (5 cr)
Code: PT00EO98-3003
General information
- Enrollment
-
07.04.2025 - 21.04.2025
Registration for introductions has not started yet.
- Timing
-
25.08.2025 - 31.12.2025
The implementation has not yet started.
- Number of ECTS credits allocated
- 5 cr
- Local portion
- 5 cr
- Mode of delivery
- Contact learning
- Unit
- Department of Information Technology
- Campus
- Kotka Campus
- Teaching languages
- Finnish
- Seats
- 0 - 38
- Degree programmes
- Degree Programme in Game Technology
- Teachers
- Teemu Saarelainen
- Teacher in charge
- Teemu Saarelainen
- Groups
-
PTKT24KPGame technologies, full-time studies
- Course
- PT00EO98
Realization has 13 reservations. Total duration of reservations is 46 h 30 min.
Time | Topic | Location |
---|---|---|
Tue 02.09.2025 time 13:00 - 16:30 (3 h 30 min) |
Pelikehittäjän matematiikka ja fysiikka PT00EO98-3003 |
A4013_uusikampus
Red room (40)
|
Tue 16.09.2025 time 13:00 - 16:30 (3 h 30 min) |
Pelikehittäjän matematiikka ja fysiikka PT00EO98-3003 |
A4013_uusikampus
Red room (40)
|
Wed 24.09.2025 time 08:15 - 12:15 (4 h 0 min) |
Pelikehittäjän matematiikka ja fysiikka PT00EO98-3003 |
A4020_uusikampus
CodeHub (40)
|
Tue 30.09.2025 time 13:00 - 16:30 (3 h 30 min) |
Pelikehittäjän matematiikka ja fysiikka PT00EO98-3003 |
A4013_uusikampus
Red room (40)
|
Thu 09.10.2025 time 08:15 - 12:15 (4 h 0 min) |
Pelikehittäjän matematiikka ja fysiikka PT00EO98-3003 |
A4020_uusikampus
CodeHub (40)
|
Tue 14.10.2025 time 13:00 - 16:30 (3 h 30 min) |
Pelikehittäjän matematiikka ja fysiikka PT00EO98-3003 |
A4013_uusikampus
Red room (40)
|
Tue 28.10.2025 time 13:00 - 16:30 (3 h 30 min) |
Pelikehittäjän matematiikka ja fysiikka PT00EO98-3003 |
A4013_uusikampus
Red room (40)
|
Tue 11.11.2025 time 13:00 - 16:30 (3 h 30 min) |
Pelikehittäjän matematiikka ja fysiikka PT00EO98-3003 |
A4013_uusikampus
Red room (40)
|
Wed 12.11.2025 time 13:00 - 16:30 (3 h 30 min) |
Pelikehittäjän matematiikka ja fysiikka PT00EO98-3003 |
A4013_uusikampus
Red room (40)
|
Wed 19.11.2025 time 13:00 - 16:30 (3 h 30 min) |
Pelikehittäjän matematiikka ja fysiikka PT00EO98-3003 |
A4013_uusikampus
Red room (40)
|
Tue 25.11.2025 time 13:00 - 16:30 (3 h 30 min) |
Pelikehittäjän matematiikka ja fysiikka PT00EO98-3003 |
A4013_uusikampus
Red room (40)
|
Wed 03.12.2025 time 13:00 - 16:30 (3 h 30 min) |
Pelikehittäjän matematiikka ja fysiikka PT00EO98-3003 |
A4007_uusikampus
Yleisopetustila (61)
|
Tue 09.12.2025 time 13:00 - 16:30 (3 h 30 min) |
Pelikehittäjän matematiikka ja fysiikka PT00EO98-3003 |
A4013_uusikampus
Red room (40)
|
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
Course material
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.
Study forms and methods
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.
RDI and work-related cooperation
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.
Timing of exams and assignments
Exercises and assignments must be submitted to the learning platform by the specified deadline. Late submissions will not be accepted. The exercises are assigned each week, and any larger project work is submitted toward the end of the course. The date for the theoretical exam will be agreed upon separately with the students.
Student workload
The scope of the course is 5 credits, which means a total of 135 hours of student work. Of this, approximately 60 hours are guided work and 75 hours are independent work.
Further information
This course is largely based on programming and implementing tools for game mathematics and physics, as well as the use of game engines and other software. Therefore, students are expected to have reasonable programming skills and basic knowledge of using common game engines.
Evaluation scale
1-5
Assessment methods and criteria
Successful completion of the course requires a sufficient number of exercises to be completed successfully and on time, as well as the successful completion of any possible project work and theoretical exam.