Matematiikan ja fysiikan soveltaminen pelimoottoreissa (3 cr)
Code: TT00CE22-3001
General information
- Enrollment
-
02.07.2025 - 31.07.2025
Registration for introductions has not started yet.
- Timing
-
01.08.2025 - 31.12.2025
The implementation has not yet started.
- Number of ECTS credits allocated
- 3 cr
- Local portion
- 3 cr
- Mode of delivery
- Contact learning
- Unit
- Teknologia
- Teaching languages
- Finnish
- Degree programmes
- Bachelor’s Degree in Information and Communication Technology
Realization has 8 reservations. Total duration of reservations is 26 h 0 min.
Time | Topic | Location |
---|---|---|
Mon 25.08.2025 time 12:45 - 16:00 (3 h 15 min) |
Matematiikan ja fysiikan soveltaminen pelimoottoreissa TT00CE22-3001 |
TA11L151
TA11L151
|
Mon 01.09.2025 time 12:45 - 16:00 (3 h 15 min) |
Matematiikan ja fysiikan soveltaminen pelimoottoreissa TT00CE22-3001 |
TA11L151
TA11L151
|
Mon 08.09.2025 time 12:45 - 16:00 (3 h 15 min) |
Matematiikan ja fysiikan soveltaminen pelimoottoreissa TT00CE22-3001 |
TA11L151
TA11L151
|
Mon 15.09.2025 time 12:45 - 16:00 (3 h 15 min) |
Matematiikan ja fysiikan soveltaminen pelimoottoreissa TT00CE22-3001 |
TA11L151
TA11L151
|
Mon 22.09.2025 time 12:45 - 16:00 (3 h 15 min) |
Matematiikan ja fysiikan soveltaminen pelimoottoreissa TT00CE22-3001 |
TA11L151
TA11L151
|
Mon 29.09.2025 time 12:45 - 16:00 (3 h 15 min) |
Matematiikan ja fysiikan soveltaminen pelimoottoreissa TT00CE22-3001 |
TA11L151
TA11L151
|
Mon 06.10.2025 time 12:45 - 16:00 (3 h 15 min) |
Matematiikan ja fysiikan soveltaminen pelimoottoreissa TT00CE22-3001 |
TA11L151
TA11L151
|
Mon 20.10.2025 time 12:45 - 16:00 (3 h 15 min) |
Matematiikan ja fysiikan soveltaminen pelimoottoreissa TT00CE22-3001 |
TA11L151
TA11L151
|
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
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)
Qualifications
Mathematics and physics for game programmers, C++ Programming