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ITC315 Physics Engine Development (8)

CSU Discipline Area: Computing (COMPU)

Duration: One session

Abstract:

This subject presents an introduction to physical systems and their motion from the perspective of the design and use of a game physics engine. Topics covered include the application of Newton's laws to particles, to interacting particle systems, to rigid bodies and to collisions between rigid bodies. You will study how these systems are modelled and how a game physics engine is designed for solving the equations of motion for these systems. You will write application programs that use a game physics engine to simulate the motion of physical systems.

+ Subject Availability Modes and Locations

Session 2
Internal Bathurst
Distance Bathurst

Continuing students should consult the SAL for current offering details: ITC315

Where differences exist between the Handbook and the SAL, the SAL should be taken as containing the correct subject offering details.

Assumed Knowledge:

MTH219 and ITC226 and ITC363

Objectives:

Upon successful completion of this subject, students should:

- be able to explain how the motion of a physical system is represented;
- be able to evaluate techniques for modelling the motion of physical systems and to select and use appropriate techniques for specific cases;
- be able to compare computational techniques for solving the equations of motion of physical systems;
- be able to analyse and discuss the design of a game physics engine;
- be able to write application programs that use a game physics engine to simulate the motion of physical systems.

Syllabus:

The subject will cover the following topics:

. Review of vector operations and calculus . Newton's laws applied to particles: modelling forces; computational solution of the equations of motion . Interacting particle systems: modelling drag, spring and buoyancy forces; collision detection and collision response; computational solution of the equations of motion . Rigid bodies: the mathematics of rotations; the laws of motion for rigid bodies; computational solution of the equations of motion . Body collisions: collision detection and contact data; impulses and collision response

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The information contained in the 2013 CSU Handbook was accurate at the date of publication: 24 April 2013. The University reserves the right to vary the information at any time without notice.