Game Computing 1

Course Code

GAME 202

Academic Year

2016-2017

This course is the first of two courses that cover the basic mathematical concepts needed to develop a 3D game engine. The course begins with the basic issue of using real numbers in a simulation and the resulting features and limitations. Vectors are introduced to represent basic 3D objects such as points, lines, and planes. Matrices are then used to represent affine transformations such as scaling, translation and rotation. The course concludes with the mathematical tools used to represent orientation such as Euler angles and quaternions. The concepts in this course will be reinforced using a 3D game engine.