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Institution:
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DigiPen Institute of Technology
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Subject:
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Description:
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Prerequisite(s): B.S. in Computer Science or related field of study or Permission of instructor This course presents techniques in real-time interactive simulation and video game implementations. It introduces the 2D and 3D game engine architecture, including game and system components separation, game flow, game state manager, handling input/output, and the frame rate controller. The class introduces students to the game development environment, such as Windows programming SDK and graphics library DirectX API. It also covers commonly practiced techniques such as space partitioning, AI techniques, particle systems, and collision algorithms. Several physics techniques will be discussed and implemented (such as jump and reflection) in addition to behavior algorithms (such as state machines). Different game genres will be explained, including Asteroids ( 2D), Platform ( 2D), Brix (2D), and Pong ( 3D). Students will learn how to implement and expend collision, matrix, and vector libraries, according to the specific requirements for different games.
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Credits:
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3.00
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Credit Hours:
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Prerequisites:
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Corequisites:
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Exclusions:
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Level:
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Instructional Type:
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Lecture
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Notes:
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Additional Information:
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Historical Version(s):
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Institution Website:
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Phone Number:
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(425) 558-0299
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Calendar System:
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Semester
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