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# COURSE PROCEDURE FOR MATH AND PHYSICS FOR GAME DEVELOPMENT

 UNIT 15: Oscillations Outcomes: Upon completion of the unit, the student will be able to work basic problems dealing with oscillations. A B C D F M Specific Competencies Demonstrate the ability to: Work with springs. Work with simple harmonic motion. Work with damped harmonic motion. Work with phenomena. Work with spring motion. Work with waves. UNIT 16: 3D Geometry Outcomes: Upon completion of the unit, the student will be able to work with 3D geometry in game development. A B C D F N Specific Competencies Demonstrate the ability to: Work with 3D vectors. Work with rendering. Work with casting a ray. UNIT 17: Transforms Outcomes: Upon completion of the unit, the student will be able to work basic problems dealing with transforms. A B C D F N Specific Competencies Demonstrate the ability to: Work with locations in space. Work with applying transformations. UNIT 18: Collision Detection in Three Dimensions Outcomes: Upon completion of the unit, the student will be able to work problems dealing with collision detection in three dimensions. A B C D F N Specific Competencies Demonstrate the ability to: Work with spheres colliding. Work with footballs colliding. Work with boxes colliding. Work with cans colliding. UNIT 19: Lighting and Textures Outcomes: Upon completion of the unit, the student will be able to work basic problems dealing with lighting and textures. A B C D F N Specific Competencies Demonstrate the ability to: Work with light. Work with materials. Work with shading. UNIT 20: Modeling Techniques Outcomes: Upon completion of the unit, the student will have an understanding of how to use modeling techniques. A B C D F N Specific Competencies Demonstrate the ability to: Work with mathematical 3D modeling. Work with animated surfaces. Work with bones animation. UNIT 21: Speeding Things Up Outcomes: Upon completion of the unit, the student will have an understanding of resources needed for certain mathematical/physical problems. A B C D F N Specific Competencies Demonstrate the ability to: Understand computational complexity. Work with pseudo physics. Work with culling. UNIT 22: Tile-based games Outcomes: Upon completion of the unit, the student will be able to work with simple tile-based games. A B C D F N Specific Competencies Demonstrate the ability to: Generate a game from bits. Work with advanced tiling. UNIT 23: Mazes Outcomes: Upon completion of the unit, the student will be able to work with a simple maze game. A B C D F N Specific Competencies Demonstrate the ability to: Classify mazes. Create mazes. Navigate within mazes. UNIT 24: Game Theory and AI Outcomes: Upon completion of the unit, the student will have an understanding of how to incorporate AI into game development. A B C D F N Specific Competencies Demonstrate the ability to: Understand the basics of game theory. Work with tactical AI. Work with top-down AI. Work with bottom-up AI.

Projects Required:

Textbook:
Contact Bookstore for current textbook.

Materials/Equipment Required:

Attendance Policy:
Students should adhere to the attendance policy discussed on the first day of class.
Grading Policy:
Grading may vary according to the instructor.

Criterion Based Evaluation:
See Unit Outcomes and Competencies.

Maximum class size: 25

Course Time Frame:

Catalog Description:
An introductory math/physics course to give computer science majors an introduction to the math and
physics behind the software packages and the science needed to write their own libraries.

Refer to the following policies:

402.00 Academic Code of Conduct
263.00 Student Appeal of Course Grades
403.00 Student Code of Conduct

Disability Services Program:
Cowley College, in recognition of state and federal laws, will accommodate a student with a
documented disability. If a student has a disability which may impact work in this class which requires
accommodations, contact the Disability Services Coordinator.