The course does not aim at teaching in a systematic and complete way a large corpus of General Physics; its goal is rather to let the students understand and comprehend a subset of the subject. The main objective is to learn how to analyze a problem with the approach and tools used by physics and to understand and use a physical approach to problem solving, also to develop small computational projects and/or to be able to learn more advanced topics
Expected learning outcomes
The students should learn a subset of physics that includes parts of mechanics and hydrodynamics, useful for the physics of videogames, apps and virtual reality, as well as some statistical physics. Moreover (s)he should develop an approach to problems that uses tools and methods typical of Physics, hence increasing the possibilities to analyze problems and solve them; this is useful for consulting, data science, and computer science.
Lesson period: First semester
(In case of multiple editions, please check the period, as it may vary)
1. Problem Solving and Modeling Fermi Problems Dimensional Analysis 2. Mechanics and applications to video game engines. Kinematics and Dynamics Energy, Momentum, Collisions Rigid-body Dynamics 3. Elementary Hydrodynamics 4. Elementary Statistical Physics
Prerequisites for admission
Matematica del Continuo Matematica del Discreto
Frontal interactive lectures and exercise sessions.
Slack space: csphys.slack.com
Suggested textbooks David M. Bourg, Physics for Game Developers, O'Reilly. The Feynman Lectures on Physics Vol 1
Assessment methods and Criteria
The exam consists of a written test with exercises and answers to simple theoretical questions (it is allowed to consult textbooks or notes)
Optionally, students can also access an oral exam which can include (at choice):
Discussion of the written test Discussion of an in-depth topic Presentation and discussion of a computational mini-project