20 credits at level HE5
The purpose of this module is to equip students with a working knowledge of the use and implementation of physics-based, dynamic models as used in computer games.
Rotational equations of motion; interpretation of Newtons Laws for rotating systems; energy in rotating systems; simple harmonic motion in rotational terminology.
THE EXPONENTIAL FUNCTION:
Poulation growth and decline; radioactivity; rockets with variable mass.
FIRST AND SECOND ORDER SYSTEMS:
Displacement as a function of time; damping.
CARTESIAN AND POLAR CO-ORDINATE SYSTEMS IN 2-D AND 3-D:
The line equation; circles and spheres; collision detection; the conic sections; direction cosines; the plane equation; distance from a point to a plane.
Revision of basic concepts; the position vector; the unit vector; the equation of a line; vector multiplication and use in defining planes, rays and normals; vector determination of the distance from a point to a line and a point to a plane.
Revision of basic concepts; shift and rotational operations; the projection matrix.
Formal lectures (30).
Preparation/ reading (25)
Directed study (50)
Assignment preparation and programming tasks (50)
Final unseen End Examination (2)
Total of 200 hours.
when you have successfully completed this module you will:
to demonstrate that you have achieved the learning outcome you will:
|1.||Understand rotational terminology and be able to compute straightforward rotational dynamic problems.||Write a program involving a rotational system. Perfom calculations using appropriate rotational dynamic formulae.|
|2.||Appreciate the significance of the exponential function and its use in modelling various scenarios.||Perfom calculations using the exponential function.|
|3.||Understand how some real systems can be modelled as either first or second order time-dependent, differtial equations.||Write a program involving a non-oscillatory, exponential function. Write a program involving an oscillatory, exponential function.|
|4.||Appreciate the appropriateness of using either polar or Cartesian co-ordiante systems.||Perfom co-ordiante geometry and collision detection calculations.|
|5.||Understand the diversity of vector useage in computer games.||Perform calculations using vector components, the unit and position vectors.|
|6.||Understand the concepts of vector multiplication and their use in computer game programming.||Perfom dot and cross product calculations. Describe how co-ordinate geometry tasks can be performed using vector multiplication.|
|7.||Appreciate the usefulness of the matrix in computer game programming.||Perfom calculations using matrices for data manipulation and for affine and non-affine transformations.|
Your achievement of the learning outcomes for this module will be tested as follows:
|Description||A computing assignment to investigate rotational dynamics behaviour and to model a first order system(e.g. leaking tank).||A computing assignment to investigate and model a second order system (e.g. car suspension).||An unseen, formal examination.|
Before taking this module you must have successfully completed the following:
No restrictions apply.
Bourg D M, (2002) 'Physics for Game Developers', pub by O'Reilly.
Croft A, Davison R, Hargreaves M, (2001) 'Engineering Mathematics' 3rd edition, pub by Pearson Prentice Hall.
Eberly D H, Shoemake K, (2004) 'Game Physics' pub by Morgan Kaufmann.
Kodicek D, (2005) 'Mathematics and Physics for Programmers', pub by Charles River Media.
Lengyel E, (2002) 'Mathematics for 3D Game Programming & Computer Graphics', pub by Charles River Media.
Millington I, (2007) 'Game Physics Engine Development' pub by Morgan Kaufmann.
Palmer G, (2005) 'Physics for Game Programmers', pub by Apress.
Stahler W, (2004) 'Beginning Math and Physics for Game Programmers', pub by New Riders.
|Host Subject Group:||Games|
|User Name||Date Accessed||Action|