Fakultät Informatik

Game Physics (Physikalische Grundlagen für Computerspiele)

 Prof. Dr. N. Thuerey

Game Physics (Physikalische Grundlagen für Computerspiele)

Time, Place

Monday 16:15 - 17:45, ca. 18:00-18:45; Interim HS 2




Einführung in die Informatik 1, Game Engine Design, Analysis

This lecture is intended for Bachelor students in Informatik: Games Engineering. The module consists of 3 lecture hours and 2 hours of exercise per week. The exercises will be four programming tasks for groups of 3-4 students. The last task is an open projected to be presented at the end of the semester.

News / Notes

"Klausureinsicht": You may inspect the written exam on March 13, 10:00-12:00 in room MI 03.09.014.

- gamePhysics04_rigidBodyCollisions.pdf, slide 5: should read v_rel = (v_a-v_b), and below v_rel * n < 0 (etc.).

All slides can be found  here.


This lecture provides an introduction to the fundamentals of game physics. Particular aspects covered are mathematics for game physics, rigid body dynamics, collision detection and response, particle dynamics, mass-spring systems, particle fluids, PDEs and discretization.

More specifically, course topics are:

  • Particle effects
  • Mass-spring Systems
  • Numerical Integration
  • Rigid body simulation
  • Resolving collisions
  • Spatial partitioning structures
  • Collision detection
  • Particle based fluid simulation
  • Introduction to PDEs
  • Numerical solution techniques for PDEs


The students understand several basic algorithms for physics simulations that are commonly used in real-time applications, and can classify the algorithms with respect to computational complexity and stability.

Programming Exercise

Computer labs timetables.

You can ask questions in our  Q&A board, or directly ask our tutors during the following  open consultation hours:

– Monday: 14-16:00 in MI 01.10.020
– Tuesday: 11-13:00 in MI 02.13.008
– Friday: 10-12:00 in MI 02.13.008

Lecture Slides and Exercises

 Can be found here...


  • Game Physics, David. H. Eberly
  • Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game, Ian Millington
  • Physics for Game Developers, David M Bourg


- In collaboration with partners from industry, we have a number of thesis topics available in the area of point-based rendering, geo-localization using public data, scene fusion from different viewpoints. If you are interested, please contact  westermann(at)tum.de


- Game Devel. Lab Practical for SS'18: kick off meeting on April 3rd,  details here. No matching system sign-up needed!


- One PhD position on   Turbulence Visualization is available at the Computer Graphics & Visualization group.