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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:
- Distinguish the primary components of a game engine, as well as a
general
breakdown of each component.
- Relate the history and future of game programming.
- Construct a basic game engine structure using Direct3D and DirectX
with C++.
- Examine basic game programming techniques and character controls using
a front-
end visual game development tool.
- Compare the use of stock game engines vs. DirectX vs. front-end visual
game
design tools in the game development process.
- Appraise the application of basic algorithms, data structures and
memory
management to game programming.
- Assess the real-time and algorithmic issues of the simulation of
physics and
artificial intelligence in game design.
- Relate the issues of game controller interface programming.
- Examine the role of a front-end visual game design tool in the game
programming
process.
- Appraise network multi-user issues in game programming.
DETAILED TOPICAL OUTLINE
- Introduction
- History of Game Programming
- Current Trends and the Future
- Front-end Visual Game Design Tools
- Introduction to the Game Engine
- Game Engine Components and Variations
- Stock Game Engines, pros and cons
- API's
- General Game Programming Concepts
- Algorithms and Data Structures relevant to Game Design
- Memory Management
- Multithreaded Game Programming
- Game Performance Considerations
- Specific Game Programming Techniques
- DirectX
- Direct3D
- Win32 Programming
- WindowsCE SDK
- SoftImage GDK
- Other Topics
- Real-time AI Simulation Issues in Game Programming
- Multi-user Network Game Issues in Game Programming
- Real-time Physics Simulation Issues in Game Programming
- Game Controller Device Interface Programming
- Real-time 3D Graphics Programming Considerations
- 3D Hardware Acceleration Programming Considerations
READINGS
Tricks of the Windows Game Programming Gurus by Andre
Lamothe, MacMillian Publishing Company.
ASSIGNMENTS
- 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.
- Typical Writing Assignments: Write a critique of a commercial
game engine.
- 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 |
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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
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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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