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Syllabus for

Academic year
TDA570 - Simulation engines
Owner: TITEA
5,0 Credits (ECTS 7,5)
Grading: TH - Five, Four, Three, Not passed
Level: C

Teaching language: Swedish

Course module   Credit distribution   Examination dates
Sp1 Sp2 Sp3 Sp4 No Sp
0104 Project 2,0 c Grading: UG   2,0 c    
0204 Project 3,0 c Grading: TH   3,0 c    

In programs

TDATA COMPUTER SCIENCE AND ENGINEERING - Interactive simulations and games, Year 4 (compulsory)
TITEA SOFTWARE ENGINEERING - Software development and management, Year 4 (elective)
TITEA SOFTWARE ENGINEERING - Data communication, Year 4 (elective)
TITEA SOFTWARE ENGINEERING - Embedded systems, Year 4 (elective)
TITEA SOFTWARE ENGINEERING - Interaction design, Year 4 (elective)
TITEA SOFTWARE ENGINEERING - Bioinformatics, Year 4 (elective)
TITEA SOFTWARE ENGINEERING - Interactive simulations, Year 4 (compulsory)


Professor  Staffan Björk


For single subject courses within Chalmers programmes the same eligibility requirements apply, as to the programme(s) that the course is part of.

Course specific prerequisites

Computer Graphics. Physical modeling useful but not required.


The course aims to give a basic understanding of central problems regarding the design of simulation engines, including methods and practical training in designing these.


Simulation engines focus on the modeling and implementation of the fundamental components that form the foundation of interactive simulations. Although all aspects of simulation engines will be covered in the course, the emphasis is on engines that support 3-dimensionell virtual environments as these are the most common in the primary applications areas, simulations in the car and plane industries as well as 3D games. Besides components dealing with visualization, the course will cover the connections between simulation engines and modular components such as AI and physical simulations.

Central problems addressed in the course are how to plan engines based on user requirements and planned interaction, data structures used in simulation environments, basic structures in visualization components and physical simulations, and creation of extendible engines.


The course is based around a series of exercises and project within the subject area which is complemented with lectures and workshops. Project work is done in group and is supervised as aims to give practical training in the development of frameworks for interactive simulations.


Julian Gold. Object-Oriented Game Development. Addison-Wesley (Harlow, 2004), ISBN 0-321-17660-X.


Written (personal and common) and oral presentation of projects. Grading: Fail, 3, 4 or 5.

Page manager Published: Mon 28 Nov 2016.