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Friday, 4 July 2014

CS6006 GAME PROGRAMMING | syllabus (ELECTIVE-III)

CS6006    GAME PROGRAMMING L T P C 3 0 0 3
                                                             

OBJECTIVES:

The student should be made to:
 Understand the concepts of Game design and development.
 Learn the processes, mechanics and issues in Game Design.
 Be exposed to the Core architectures of Game Programming.
 Know about Game programming platforms, frame works and engines.
 Learn to develop games.

UNIT I     3D GRAPHICS FOR GAME PROGRAMMING    (9)

3D Transformations, Quaternions, 3D Modeling and Rendering, Ray Tracing, Shader Models,
Lighting, Color, Texturing, Camera and Projections, Culling and Clipping, Character Animation,
Physics-based Simulation, Scene Graphs.

UNIT II      GAME ENGINE DESIGN    (9)

Game engine architecture, Engine support systems, Resources and File systems, Game loop and
real-time simulation, Human Interface devices, Collision and rigid body dynamics, Game profiling.

UNIT III      GAME PROGRAMMING    (9)

Application layer, Game logic, Game views, managing memory, controlling the main loop, loading and
caching game data, User Interface management, Game event management.

UNIT IV      GAMING PLATFORMS AND FRAMEWORKS    (9)

2D and 3D Game development using Flash, DirectX, Java, Python, Game engines - DX Studio,
Unity.

UNIT V      GAME DEVELOPMENT    (9)

Developing 2D and 3D interactive games using DirectX or Python – Isometric and Tile Based Games,
Puzzle games, Single Player games, Multi Player games.

                                                                                                                           TOTAL: 45 PERIODS

OUTCOMES:

Upon completion of the course, students will be able to
 Discuss the concepts of Game design and development.
 Design the processes, and use mechanics for game development.
 Explain the Core architectures of Game Programming.
 Use Game programming platforms, frame works and engines.
 Create interactive Games.

TEXT BOOKS:

1. Mike Mc Shaffrfy and David Graham, “Game Coding Complete”, Fourth Edition, Cengage
Learning, PTR, 2012.
2. Jason Gregory, “Game Engine Architecture”, CRC Press / A K Peters, 2009.
3. David H. Eberly, “3D Game Engine Design, Second Edition: A Practical Approach to Real-Time
Computer Graphics” 2nd Editions, Morgan Kaufmann, 2006.

REFERENCES:

1. Ernest Adams and Andrew Rollings, “Fundamentals of Game Design”, 2nd Edition Prentice Hall /
New Riders, 2009.
2. Eric Lengyel, “Mathematics for 3D Game Programming and Computer Graphics”, 3rd Edition,
Course Technology PTR, 2011.
3. Jesse Schell, The Art of Game Design: A book of lenses, 1st Edition, CRC Press, 2008.

Click here to download full syllabus                           AULibrary.com

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