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MA C133 Game Engine Programming

CATALOG COURSE DESCRIPTION

This course explores the concepts and techniques of game engine programming for electronic game design and production. Topics include: the use of DirectX, Direct3D, and Win32 in game engine design; algorithms, data structures, and memory management issues relevant to game engine design; the history and future of game engine programming; the use of a front-end visual game design tool to complement the game engine programming process; and the use and issues of stock game engines.

COURSE OBJECTIVES

Upon completing this course, the student will be able to:

  1. Distinguish the primary components of a game engine, as well as a general
    breakdown of each component.
  2. Relate the history and future of game programming.
  3. Construct a basic game engine structure using Direct3D and DirectX with C++.
  4. Examine basic game programming techniques and character controls using a front-
    end visual game development tool.
  5. Compare the use of stock game engines vs. DirectX vs. front-end visual game
    design tools in the game development process.
  6. Appraise the application of basic algorithms, data structures and memory
    management to game programming.
  7. Assess the real-time and algorithmic issues of the simulation of physics and
    artificial intelligence in game design.
  8. Relate the issues of game controller interface programming.
  9. Examine the role of a front-end visual game design tool in the game programming
    process.
  10. Appraise network multi-user issues in game programming.

DETAILED TOPICAL OUTLINE

  1. Introduction
    1. History of Game Programming
    2. Current Trends and the Future
    3. Front-end Visual Game Design Tools
  2. Introduction to the Game Engine
    1. Game Engine Components and Variations
    2. Stock Game Engines, pros and cons
    3. API's
  3. General Game Programming Concepts
    1. Algorithms and Data Structures relevant to Game Design
    2. Memory Management
    3. Multithreaded Game Programming
    4. Game Performance Considerations
  4. Specific Game Programming Techniques
    1. DirectX
    2. Direct3D
    3. Win32 Programming
    4. WindowsCE SDK
    5. SoftImage GDK
  5. Other Topics
    1. Real-time AI Simulation Issues in Game Programming
    2. Multi-user Network Game Issues in Game Programming
    3. Real-time Physics Simulation Issues in Game Programming
    4. Game Controller Device Interface Programming
    5. Real-time 3D Graphics Programming Considerations
    6. 3D Hardware Acceleration Programming Considerations

READINGS

Tricks of the Windows Game Programming Gurus by Andre Lamothe, MacMillian Publishing Company.

ASSIGNMENTS

  1. Reading Assignments: The textbook reading assignments will be discussed in class in order to assist the student in developing a sequential theoretical understanding of the techniques and processes required to accomplish the computer based laboratory assignments.
  2. Typical Writing Assignments: Write a critique of a commercial game engine.
  3. Typical Outside Assignments: Research current trends in the industry, or visit a production studio and observe the processes of game engine design and programming.

TYPICAL EVALUATION AND GRADING SCALE

Students will be evaluated based on critiques, game design projects, written quizzes, and a written exam. In order to achieve a grade of "C" in this course, the student must complete all assigned design projects.

Typical evaluation criteria may include:

Game Engine Critiques 10%
Game Engine Projects 50%
Quizzes 30%
Final Exam. 10%
Total 100 %

A typical grading scale is:

90-100% A
80-89% B
70-79% C
60-69% D
0-59% F



10.25.2000

 
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Course at a Glance

COURSE NUMBER
MA C133

COURSE TITLE
Game Programming

Formerly Called
Game Engine Programming

UNITS
3

TOTAL HOURS
90 total
36 lecture/54 lab

TRANSFERABILITY
A/CSU

ADVISORY
MA C131

REPEATABILITY
none

 

NOTICE
The course outlines contained in this site are representative of the content taught in each course. Individual instructor outlines may vary.

Textbooks listed on this page are subject to change. Please check with the instructor or with the college BookNook for up-to-date information about current textbooks used.

 

 
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The Academy of Digital Animation
Cerro Coso Community College
3000 College Heights Blvd.
Ridgecrest, CA 93555

For more information contact: recruit@cerrocoso.edu
The Academy of Media Arts at Cerro Coso Community College offers Associate of Science Degrees in Web Design and Digital Animation. For more information about the Web Design program, visit http://www.academy-webdesign.com/. Also visit Cerro Coso Community College, located in southern California, featuring a large selection of online classes to meet your educational needs.

Softimage XSI - Maya - After Effects - Game Studio - Flash MX - Premiere - Photoshop - Deep Paint