CE812-6-SP-CO:
Physics-Based Games

The details
2026/27
Computer Science and Electronic Engineering (School of)
Colchester Campus
Spring
Undergraduate: Level 6
Current
Monday 18 January 2027
Thursday 25 March 2027
15
17 June 2025

 

Requisites for this module
(none)
(none)
(none)
(none)

 

(none)

Key module for

BSC G610 Computer Games,
BSC G612 Computer Games (Including Year Abroad),
BSC G620 Computer Games (Including Foundation Year),
BSC I610 Computer Games (Including Placement Year),
BSC G111N1 Computing,
BSC G112N1 Computing (Including Year Abroad),
BSC G113N1 Computing (Including Placement Year)

Module description

This module covers the fundamentals of simulating physical systems and teaches how to use physics engines to simulate a wide range of physical interactions. The course also covers many examples of implementing physics-based games, and students learn to do this both by using physics engines, and by implementing physics directly for simpler examples.


The module teaches the necessary mathematics, algorithms and data structures used in modelling and building efficient simulations of physical systems. The mathematics is covered in an accessible hands-on way and supported with many illustrative examples and accompanying graphical computer simulations where appropriate.

Module aims

The aims of this module are:



  • To provide students with a solid knowledge of writing physics-based games by briefly covering the underlying physics modules and mathematical equations, showing how these can be translated into code in a high-level language, or simulated using a physics-engine.

  • To enable students to develop an understanding of key concepts through the creation and implementation of physics-based games on both a small, and larger scale.

Module learning outcomes

By the end of this module, students will be expected to be able to:



  1. Model physical systems using a mathematical approach.

  2. Implement simulations of simple physical systems in a high-level language.

  3. Implement simulations of complex physical systems in 2D or 3D using an appropriate engine.

  4. Design and implement a physics-based game.

Module information

Indicative Syllabus



  • A refresher on vectors and matrices as used in the course

  • A refresher on physics principles such as velocity, acceleration, collisions, forces, gravity, elasticity.

  • Modelling physical systems: the difference equations through numerical integration: rigid bodies, connected bodies.

  • Writing software to directly implement simple simulations in a high-level language

  • Collision detection and collision reaction

  • Spring-Mass models, Rag-Doll Physics,

  • Architecture of a physics engine, 2D and 3D engines

  • Implementing simulations using a physics engine

  • Example simulations ranging from simple to complex: cart-pole systems, 2D physics games, car racing, aeroplane flight, snooker.

  • Game Case Studies

  • Physics Game Design

  • Physics Game Implementation


The course will be taught via lectures and extensive laboratory exercises, using Java as the main programming language, and will include the use of open-source physics simulators such as JBullet and JBox2D. Note students should either be strong programmers or have some previous Java programming experience to take this module.

Learning and teaching methods

This module will be delivered via:

  • One 2-hour lecture per week
  • One 2-hour practical (lab / in-class test) per week
  • Several Moodle-based exercises per week (3 hours per week)
  • Main assignment to create a physics based game (40 hours)

Students are expected to finish off their weekly lab work as self study (taking up to 3 hours per week)

Bibliography

(none)

Assessment items, weightings and deadlines

Coursework / exam Description Deadline Coursework weighting
Coursework   Create a Physics-Based Game, with Written Report    40% 
Practical   Progress Test 1    20% 
Practical   Progress Test 2    20% 
Practical   Moodle Tasks for Lab Sessions    20% 

Exam format definitions

  • Remote, open book: Your exam will take place remotely via an online learning platform. You may refer to any physical or electronic materials during the exam.
  • In-person, open book: Your exam will take place on campus under invigilation. You may refer to any physical materials such as paper study notes or a textbook during the exam. Electronic devices may not be used in the exam.
  • In-person, open book (restricted): The exam will take place on campus under invigilation. You may refer only to specific physical materials such as a named textbook during the exam. Permitted materials will be specified by your department. Electronic devices may not be used in the exam.
  • In-person, closed book: The exam will take place on campus under invigilation. You may not refer to any physical materials or electronic devices during the exam. There may be times when a paper dictionary, for example, may be permitted in an otherwise closed book exam. Any exceptions will be specified by your department.

Your department will provide further guidance before your exams.

Overall assessment

Coursework Exam
100% 0%

Reassessment

Coursework Exam
100% 0%
Module supervisor and teaching staff

 

Availability
No
No
Yes

External examiner

No external examiner information available for this module.
Resources
Available via Moodle
No lecture recording information available for this module.

 

Further information

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