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Applying mathematics and physics for game enginesLaajuus (3 cr)

Code: TT00CE22

Credits

3 op

Teaching language

  • Finnish

Objective

The student masters mathematical foundations and methods and knows how to program mathematical algorithms, which are typically needed in the implementation of games and simulations. The student knows how to program numerical methods to solve a differential equation. The student learns to program the basic calculations of linear algebra (vectors+matrices). The student can apply linear algebra in games and simulations, including collision detection, reaction to collisions, and numerical integration. The student will be able to apply what the student has learned by programming a simple rigid body simulation.

Content

- Modern functional C++
- Visualization of mathematical functions
- Numerical derivation and integration by programming
- Programming of basic calculations of linear algebra
- Application of linear algebra: Identifying collisions, Mirror reflection
- Forces, acceleration and impulse.
- Circle and rotary motion programming
- Rigid body mechanics (including collision detection and reaction + integration with massive bodies)

Materials

Lecture materials, in addition for example (not mandatory):
Flynt, J., P, Kodicek D.: Mathematics and Physics for Programmers, Course tecnology, 2013 tai
Bourg, David M.: Physics for Game Developers, O'Reilly, 2013.

Assessment criteria, excellent (5)

The student has an excellent command of mathematical programming and knows how to program a perfectly functioning physics simulation that takes rotational motion into account. 90% of the required features are done. The code is of high quality.

Assessment criteria, good (3)

The student knows the basics of mathematical programming and knows how to program a working physics simulation that takes rotational motion into account. 75% of the required features are done. The code is of high quality.

Assessment criteria, satisfactory (1)

The student knows the basics of mathematical programming and knows how to program simple and functional physics simulation. 50% of the required features are done. There is significant room for improvement in the quality of the code.

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Enrollment

02.07.2025 - 31.07.2025

Timing

01.08.2025 - 31.12.2025

Number of ECTS credits allocated

3 op

Mode of delivery

Contact teaching

Unit

Teknologia

Teaching languages
  • Finnish
Degree programmes
  • Bachelor’s Degree in Information and Communication Technology
Teachers
  • Mikko Romppainen
Groups
  • TTV23SP
    TTV23SP

Objective

The student masters mathematical foundations and methods and knows how to program mathematical algorithms, which are typically needed in the implementation of games and simulations. The student knows how to program numerical methods to solve a differential equation. The student learns to program the basic calculations of linear algebra (vectors+matrices). The student can apply linear algebra in games and simulations, including collision detection, reaction to collisions, and numerical integration. The student will be able to apply what the student has learned by programming a simple rigid body simulation.

Content

- Modern functional C++
- Visualization of mathematical functions
- Numerical derivation and integration by programming
- Programming of basic calculations of linear algebra
- Application of linear algebra: Identifying collisions, Mirror reflection
- Forces, acceleration and impulse.
- Circle and rotary motion programming
- Rigid body mechanics (including collision detection and reaction + integration with massive bodies)

Evaluation scale

0 - 5

Assessment criteria, excellent (5)

The student has an excellent command of mathematical programming and knows how to program a perfectly functioning physics simulation that takes rotational motion into account. 90% of the required features are done. The code is of high quality.

Assessment criteria, good (3)

The student knows the basics of mathematical programming and knows how to program a working physics simulation that takes rotational motion into account. 75% of the required features are done. The code is of high quality.

Assessment criteria, satisfactory (1)

The student knows the basics of mathematical programming and knows how to program simple and functional physics simulation. 50% of the required features are done. There is significant room for improvement in the quality of the code.

Prerequisites

Mathematics and physics for game programmers, C++ Programming