Math and Physics for Games
Course code
IFI7334.DT
old course code
Course title in Estonian
Mängu matemaatika ja füüsika
Course title in English
Math and Physics for Games
ECTS credits
4.0
approximate amount of contact lessons
28
Teaching semester
autumn
Assessment form
assessment
lecturer of 2019/2020  Autumn semester
lecturer not assigned
lecturer of 2019/2020  Spring semester
lecturer not assigned
Course aims
The objective of this course is to learn math and physics concepts related to game programming.
Brief description of the course
During the course we gonna go in depth into mathematics, where we view vectors, matrixes, quaternions and how to use dot product, cross product, inverse matrices and so on. By understanding mathematics we can apply it to physics laws of motion were we look at forces (like gravity and others) and impulses. Additionally we cover topics like particle physics, mass-aggregate physics, rigid-body physics, collision detection and contact physics.
Independent work
Doing vector math in a game engine;
Doing quaternion math in a game engine;
Creating movement through forces and impulses in game engine;
Playing with collision detections;
Creating particle system, which uses laws of physics;
Learning outcomes in the course
In the end of this course students are ready to formulate equations for moving game objects, recognise collisions and build physics based games.
Assessment methods
Submitting software code into the repository, Testing and reviewing code created by fellow students.
Teacher
Roman Gorislavski
Study literature
David Eberly. Game Physics; Ian Millington. Game Physics Engine Development.

Eric Lengyel. Foundations of Game Engine Development, Volume 1 and 4.
Replacement literature
Game Math and Physics Basics in 2D https://www.udemy.com/gamemathandphysics/

Daniel Shiffman. The Nature of Code: Simulating Natural Systems with Processing.