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Bcse416l Game-Programming TH 1.1 0 Bcse416l

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Bcse416l Game-Programming TH 1.1 0 Bcse416l

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lucky.pics45
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Short Syllabus

BCSE416L Game Programming (3-0-0-3)

Game Engine - Memory management ; 2D graphics - 3D graphics - Transformations and


geometry - Rendering Pipeline; Lighting in Computer Graphics - Lighting Technique: Point
Lights, Bloom- Shadows in Games - Special Effects: Blurring, Particle Systems, Weapon
Effects; Newtonian Mechanics - Forces, Energy, Basic Kinematics ; Game AI Panoram -
Supervised Learning & Reinforcement Learning ; VR: Position and Motion Trackers Navigation
and Manipulation Interfaces- AR: Optical & Inertial Calibration, tracking; Game
design and management : Game project management - Game design documentation -
Rapid prototyping and game testing.
Item 66/29 - Annexure - 25

Course code Course Title L T P C


BCSE416L Game Programming 3 0 0 3
Pre-requisite NIL Syllabus version
1.0
Course Objectives
1. To provide an in-depth introduction to technologies and techniques currently used in the
game industry
2. To understand game design and development
3. To understand the processes, mechanics, issues in game design, and game engine
development
4. To understand modeling, techniques, handling situations, and logic
5. To build and then integrate technologies such as multimedia, artificial intelligence, and
physics modeling into a cohesive, interactive & immersive game application.

Course Outcomes:
1. Design, develop, test, evaluate, debug, and modify code to meet design
specifications for games.
2. Design unique gaming environments, levels and characters by choosing appropriate
game strategies and patterns based on an analysis of past and present trends.
3. Create and document the games by applying programming concepts using various
tools to meet requirements of the current marketplace.

Module:1 Introduction to Game Programming & Game engine 5 Hours


architecture
Overview of game programming, Structure of a typical game team, game industry- game
engine history- Real Time Game Architecture, Engine Support: Subsystem Start-Up and
Shut-Down, Memory Management, Containers and Strings
Module:2 Basics of 2D & 3D Graphics and Mathematics in Gaming & 6 Hours
Rendering engine
2D Graphics: Sprites, Tiled Images and Backgrounds - 3D Graphics: 3D Graphics Pipeline,
3D Math, Coordinates and Coordinate Systems, Quaternion Mathematics, Transformations
& Geometry - Rendering Pipeline
Module:3 Lighting and Texturing Effects in game environment 7 Hours
Ray Tracing, Lighting in Computer Graphics, Types of Light Sources, Light Models -
Materials: Lambert Diffuse, Phong -Bump Mapping - Lighting Technique: Point Lights,
Bloom - Shadows in Games: Real-Time Versus Preprocessed Shadows - Types of
Shadows - Texture mapping techniques - Special Effects: Blurring, Particle Systems,
Weapon Effects
Module:4 Game Physics 5 hours
Basic Newtonian Mechanics- Forces: Gravitational Force, Friction, Centripetal Force -
Energy: Kinetic Energy, Potential Energy - Basic Kinematics: The Relationship Between
Force, Acceleration, Velocity and Location - Rigid Body Motion and Collision
Module:5 Artificial Intelligence in Game for move prediction and 7 Hours
optimization
Games for Artificial Intelligence, Game AI Panoram; AI Methods: Tree Search, Evolutionary
Computation, Supervised Learning & Reinforcement Learning.
Module:6 Virtual and Augmented Reality 7 Hours
Immersive reality application areas - Entertainment, Education, Training, Medical, Industrial,
Military. VR: Position and Motion Trackers - Magnetic, Mechanical and Ultrasonic Trackers
- Navigation and Manipulation Interfaces; AR: Selection of AR Platform, Integrating
Hardware and Software , Optical & Inertial Calibration – Tracking – AR Computer Vision

Proceedings of the 66th Academic Council (16.06.2022) 664


Item 66/29 - Annexure - 25

Module:7 Game Design & Management 6 Hours


Game design, Differing game types, modes, and perspectives, scripting, audio engineering,
Sound and Music, level design; Game project management, Game design documentation,
Rapid prototyping and game testing
Module:8 Contemporary Issues 2 Hours

Total Lecture hours: 45 Hours

Text Book(s)
1. Game Engine Architecture, 3rd Edition, Jason Gregory, A K Peters, 2019
2. Palmer G. Physics for game programmers. Berkeley: Apress; 2005
3 Artificial Intelligence and Games, Georgios N. Yannakakis and Julian Togelius, January
26, 2018, Springer
References Books:
1 Sherrod A. Game Graphic Programming. Cengage Learning; 2008.
2 McShaffry M. Game coding complete. Nelson Education; 2014
3 Akenine-Mo, T., Haines, E. and Hoffman, N., 2018. Real-time rendering
4 Fundamentals of Game Design, 3rd Edition, Ernest Adams, New Riders; 2013
5 Game Design Foundations, Second Edition, Roger E. Pedersen, Jones & Bartlett
Learning; 2009

Mode of Evaluation: CAT / Written Assignment / Quiz / FAT


Recommended by Board of Studies 09-05-2022
Approved by Academic Council No. 66 Date 16-06-2022

Proceedings of the 66th Academic Council (16.06.2022) 665

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