Game Engine Programming

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Course Name: Game Engine Programming
Course Code : TBA
No. of student working hours: 200 hours
Prerequisite: data structures and algorithms, object-oriented programming, basic game
programming concepts (covered in Mobile Game Programming)
Course Description
This course is designed to provide students with the fundamental concepts to develop
games through an analysis of game architectures, game engines, data structures and AI
for game programming. Coverage includes design patterns for games, multithreading,
AI in games, game performance optimization, network programming, 3D sound, and
scripting.
Course Objectives
Students will learn state-of-the-art software architecture principles in the context of
game engine design, explore techniques commonly used in computer game
programming. Students will have the opportunity to develop a complete game using an
existing game engine.
I. Intended Learning Outcomes of Course (ILOs)
a. Knowledge and Understanding
On completing the course, students should be able to:
K.1Explain principles of game programming and game engine architecture,
and design patterns commonly used in game engines.
K.2Understand network programming for games and multithreading.
K.3Apply scripting and AI concepts for game programming
K.4Analyse and optimize game performance.
K.5Explain and apply 3D sound concepts in game engines
b. Intellectual/Cognitive Skills
On completing the course, students should be able to:
I.1 Apply relevant game engine concepts to analyze, document, and
generate game applications.
c. Practical/Professional Skills
On completing the course, students should be able to:
P.4 Develop a game using the relevant game engine concepts, such as AI,
networking and scripting.
P.5 Use and extend an existing game engine platform.
d. General and Transferable Skills
On completing the course, students should be able to:
T.1 Report on project progress, present and evaluate project results..
II. Course Matrix Contents
Duration
(student
working
hours)
K&U
30
K1
2- Game engine architecture
40
K1
3- Design patterns for games
20
K1
Topics
1-
Introduction to game engine
programming
4- Network programming
20
Course ILOs Covered by Topic
(By ILO Code)
I.S.
P.S.
I1
P2
G.S.
P2
K2
I1
P1, P2
G1
I1
P1,P2
G1
5- Multithreading
20
K2
6- 3D sound
10
K5
7- AI for games
30
K3
I1
P1,P2
G1
8- Scripting
20
K3
I1
P1,P2
G1
10
K4
I1
P1, P2
G1
9-
Game
optimization
performance
Total student working
hours
200
hours
III. List of References
Essential Text Books

Course notes


Recommended books


Periodicals, Web sites,
etc …
Game Programming All in One. Jonathan S. Harbour. Thomson
Course Technology PTR; (3rd Edition), 2006.
C++ for Game Programmers: Second Edition by Michael J.
Dickheiser, 2007
Core Techniques and Algorithms in Game Programming by
D.Sanchez-Crespo, 2003
http://www.cplusplus.com/
IV. Facilities required for teaching and learning
 Software: Unity game engine
 Hardware: Laptops or PCs for students
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