Module #1 Introduction to Game Engines and Physics Overview of game engines, physics in games, and importance of physics in game development
Module #2 Mathematics for Physics in Games Review of vectors, matrices, and quaternions; mathematical concepts essential for physics in game development
Module #3 Physics Fundamentals Introduction to physics principles:motion, forces, energy, and momentum
Module #4 Collision Detection and Response Algorithms and techniques for detecting and responding to collisions in 2D and 3D environments
Module #5 Rigid Body Dynamics Physics engine implementation:rigid body motion, forces, and constraints
Module #6 Physics Materials and Properties Defining and working with physics materials, friction, and restitution in game engines
Module #7 Soft Body Simulations Physics engine implementation:soft body simulations, cloth, and deformable objects
Module #8 Fluid Dynamics and Simulation Physics engine implementation:fluid dynamics, water, and air simulations
Module #9 Lighting Fundamentals Introduction to lighting principles:light sources, shadows, and illumination
Module #10 Lighting in Game Engines Implementation of lighting in game engines:directional, point, and spot lights
Module #11 Shaders and Materials Introduction to shaders and materials:writing and using shaders in game engines
Module #12 Textures and Texture Mapping Working with textures and texture mapping:2D and 3D textures, normal mapping, and more
Module #13 Rendering Pipelines Overview of rendering pipelines:forward, deferred, and physically-based rendering
Module #14 Graphics APIs and Engines Introduction to graphics APIs (e.g., DirectX, Vulkan, Metal) and game engines (e.g., Unity, Unreal Engine)
Module #15 Optimization Techniques Optimizing physics and rendering for performance:level of detail, occlusion culling, and more
Module #16 Physics-Based Rendering Implementing physics-based rendering:global illumination, ambient occlusion, and more
Module #17 Advanced Rendering Techniques Advanced rendering techniques:screen space ambient occlusion, god rays, and more
Module #18 Particle Simulations and Effects Implementing particle simulations and effects:fire, water, smoke, and more
Module #19 Physics-Based Animation Implementing physics-based animation:ragdolls, character animation, and more
Module #20 Real-Time Ray Tracing Introduction to real-time ray tracing:hardware-accelerated ray tracing and hybrid rendering
Module #21 Virtual Reality and Augmented Reality Physics and rendering in VR/AR:specialized techniques and considerations
Module #22 Profiling and Debugging Tools and techniques for profiling and debugging physics and rendering in game engines
Module #23 Physics-Based Tools and Editors Creating physics-based tools and editors:level editors, physics debugging, and more
Module #24 Game Engine-Specific Physics and Rendering In-depth look at physics and rendering in popular game engines (e.g., Unity, Unreal Engine)
Module #25 Case Studies and Projects Real-world examples and projects:applying physics and rendering concepts to game development
Module #26 Emerging Trends and Technologies Keeping up-to-date with the latest advancements in physics and rendering:machine learning, AI, and more
Module #27 Best Practices and Pipeline Optimization Best practices for physics and rendering pipeline optimization:workflows, tools, and techniques
Module #28 Collaboration and Communication Effective collaboration and communication between physics, rendering, and game development teams
Module #29 Physics and Rendering in Multi-Threading and Distributed Environments Optimizing physics and rendering for multi-core and distributed environments
Module #30 Course Wrap-Up & Conclusion Planning next steps in Physics and Rendering in Game Engines career