Mathematics and physics for game programmers (5 cr)
Code: TT00CE21-3002
General information
- Enrollment
-
02.12.2025 - 31.12.2025
Registration for introductions has not started yet.
- Timing
-
01.01.2026 - 31.07.2026
The implementation has not yet started.
- Number of ECTS credits allocated
- 5 cr
- Local portion
- 5 cr
- Mode of delivery
- Blended learning
- Unit
- Teknologia
- Teaching languages
- Finnish
- Degree programmes
- Bachelor’s Degree in Information and Communication Technology
Evaluation scale
0 - 5
Objective
The student masters the mathematical foundations and methods behind computer graphics. The student knows how to use numerical methods to solve differential equations. The student knows how to calculate the effect of force on the body's state of motion, especially in rotating motion and two-dimensional collisions.
Execution methods
Lectures and calculation exercises
Accomplishment methods
Exam
Content
Mathematics section:
Vectors
Matrices
Application of vectors and matrices in graphics
- Rotation, translation, scaling (including projection)
Complex numbers and quaternions
Differential equations
Physics part:
Resistance of the medium
Spring force and harmonious movement
Circular and rotational motion, angular momentum
2D collisions, impulse
Numerical methods
Materials
Luentomateriaalit
Oheislukemisena esimerkiksi (ei pakollinen):
Flynt, J., P, Kodicek D.: Mathematics and Physics for Programmers, Course tecnology, 2013
Assessment criteria, satisfactory (1)
60-69% of exam points --> Grade 2
50-59% of exam points --> Grade 1
Assessment criteria, good (3)
80-89% of exam points --> Grade 4
70-79% of exam points --> Grade 3
Assessment criteria, excellent (5)
90-100% of exam points --> Grade 5
Qualifications
Algebra, Geometry, Differential Calculus, and Physics 1 and 2