20 credits at level HE4
To introduce the student to basic laws of Physics that describe, motion, collision, sound, and light, and to demonstrate how they are used to produce believable content in computer games.
Newton's laws. conservation of momentum, impulse, elastic and inelastic collisions. Uniform and non-uniform accelerations; distance and velocity-time graphs. The equations of motion. Friction, kinetic and potential energies. Resolution of vectors. The inclined plane. Projectiles. Moments and centre of mass. Circular motion, banking of track. Simple harmonic motion; pendulum and mass-spring systems.
Vibrations, Waves and Sound:
Forced and free vibrations. Wave parameters and the wave equation Y=Asin(kx-ωt). Stationary and travelling waves. Beats. Sources and types of sound production. Vibrating strings and pipes. Harmonics and overtones; transients and envelopes, the quality of sound. The Doppler effect.
Planetary motion and Kepler's laws. Newton's law of gravity. Gravitational field strength and potential. Escape velocity and satellites.
Laws of reflection. The plane, concave and convex mirrors, 2f=r. Laws of refraction. concave and convex lenses, the lens formula and magnification; the prism. The camera; f-numbers, depth of focus/field, film speed.
This is a lecture-based theoretical module. Teaching will be based around handouts containing course material, worked examples and formative assignments. Assigned reading and tutorials will be used to impart knowledge. Practical problem solving and worked examples will form a large part of the formal teaching.
The assessment of this module will be based on the student providing solutions to applied physics problems. This will be achieved in three different ways. Assessment 1 will be an open book exam, this form of assessment tests the student's ability to apply the knowledge they have gained without testing the students' recall of information. This method strongly mirrors the working environment where solutions to problems must be found within a set timescale without the added pressure of working without notes or written assistance. assessment 2 is a formal exam; this method of assessment tests the ability to recall information and solve problems quickly. Assessment 3 will be a more involved problem that the student will be expected to research and provide a solution to over a longer period of time. This item will mainly be addressing the subject knowledge and understanding.
when you have successfully completed this module you will:
to demonstrate that you have achieved the learning outcome you will:
|1.||Use the laws of applied physics to simulate reality.||Satisfactorily develop computer simulations in laboratory practical assignment|
|2.||Mathematically analyse problems involving motion, momentum, sound, light, and gravitation.||Satisfactorily answer questions from in-class tests and the end examination.|
Your achievement of the learning outcomes for this module will be tested as follows:
|Description||Practical lab work In-class written tests||Written tests|
Before taking this module you must have successfully completed the following:
No restrictions apply.
PM Whelan, MJ Hodgson 'Essential Principles of Physics' 2nd Ed. John Murray 1990
RA Seraway, JS Faughn 'College Physics' 4th Ed. Harcourt-Brace 1995
DM Bourg 'Physics for Game Developers' O'Reilly 2002
E Jones, R Childers 'Contemporary Physics' 3rd Ed. McGraw-Hill 1998
HD Young, RA Freedman, 'University Physics' 2nd Ed. Addison-Wesley 1996
|Host Subject Group:||Games|
|User Name||Date Accessed||Action|