CS6006 - GAME PROGRAMMING (Syllabus) 2013-regulation Anna University

CS6006

GAME PROGRAMMING

 LPTC

3003

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.

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