Game Physics (EGP 425)

Developed and Taught by: John Pile Jr
Offered: Spring Semester
[Course Link]

Official Course Description:

Students learn the theory and practical application of techniques used in games to simulate real-world physical interactions. Implementation of 2D and 3D algorithms to effect movement, particle systems, collision detection, gravitational forces, kinematics, and spring systems are covered. Implementations trade-offs of efficiency for accuracy are adapted for real time games.

Professor’s summary:

In this course, students build a 3D rigid-body physics engine from scratch. Each week we add components to our engine, first reviewing the math and physics concepts, then exploring implementation.

In the last few weeks of the course we look at a variety of “off the shelf” physics engines and take a peak at the potential advances in next-gen physics systems.

My goal is to ensure students leave the course with a solid understanding of physics engines and how they are constructed. In so doing, students will not only be able utilize any popular physics engine, they will also not be afraid to dive deep into the physics engine code; they will understand what is happening at a fundamental level.

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