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Course Criteria
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3.00 Credits
Prerequisite: ITCS 1840 or permission of instructor This course introduces the programming student to entry level, two dimensional game programming using Visual Studio.NET and GDI (Graphics Device Interface). Students will learn to create game plans and apply object oriented techniques to game design. (5 contact hours: 1 lecture, 4 lab)
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3.00 Credits
Prerequisite: ITCS 2850 or permission of instructor This course provides a continuation of ITCS 2850 Game Programming I, concentrating on 2D and 3D games using DirectX. Students will use Visual Studio.NET, C# programming language, DirectX, Direct3D, DirectInput, DirectSound, and DirectPlay to create a playable application based on their own ideas for games. (5 contact hours: 1 lecture, 4 lab)
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2.00 Credits
Prerequisite: ITCS 1122 or permission of instructor This course builds on ITCS 1122 Flash ActionScript, focusing on using ActionScript to build games that can be delivered across the Internet using the Flash player. It includes an introduction to game design theory, basic game elements, simple motion, collision detection, sound, and simple graphics. (3.25 contact hours: 0.75 lecture, 2.5 lab)
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0.00 - 2.00 Credits
Prerequisite: ITCS 2854 or permission of instructor This course builds on ITCS 2854 Flash Game Programming I, focusing on advanced game concepts. It includes saving game data, game physics, game play optimization, 3D games, and advance game design. (3.25 contact hours: 0.75 lecture, 2.5 lab)
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3.00 Credits
Prerequisite: CPET 2100 or ITCS 1810 or ITCS 1820 or ITCS 1840; or permission of instructor This course introduces the programming student to creating applications in three dimensions. The student will use appropriate technology to develop game-playing robots. Students will use previously mastered procedural and object-oriented techniques and concepts to develop complex programs for small programming environments. Throughout the course, students will work in groups to create and document their projects and compete in gaming competitions. (5 contact hours: 1 lecture, 4 lab)
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3.00 Credits
Prerequisite: ITCS 2860 or permission of instructor This course continues the process of creating applications in three dimensions. The student will use appropriate technology to develop game-playing robots. Students will use previously mastered procedural and object-oriented techniques and concepts to develop complex programs for small programming environments. Throughout the course, students will work in groups to create and document their projects and compete in gaming competitions. (5 contact hours: 1 lecture, 4 lab)
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4.00 Credits
Prerequisite: ITCS 1820, MATH 2500; or permission of instructor This traditional computer science course introduces students to advanced data structure concepts including objects and inheritance, algorithm analysis, recursion, stacks, queues, lists, randomization, trees, sorting and searching, hash tables, and graphs and paths. (6 contact hours: 2 lecture, 4 lab)
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3.00 Credits
Prerequisite: ITCS 2870, ITON 1011, MATH 2500; or permission of instructor This course provides a study of the principles of Von Neumann computer architecture, data representation, and memory addressing as well as processor organization and its impact on system and application software. It also includes discussion and utilization of assembly language and computer processor simulators. (5 contact hours: 1 lecture, 4 lab)
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5.00 Credits
Prerequisite: ITCS 1810, ITCS 1820, ITCS 1840, ITCS 2010, any 2 of, ITCS 2810 or ITCS 2820 or ITCS 2840; or permission of instructor This course serves as the capstone to the PC Enterprise Programming Concentration by providing students with practical experience that integrates previously studied skills and concepts. Students will use any two of the C#, Java, and Visual Basic programming languages in a Microsoft Windows .NET environment to design and implement an enterprise computer application. (11 contact hours: 2 lecture, 9 lab)
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3.00 Credits
Prerequisite: ITCS 2010, ITCS 2855 (can be taken concurrently), ITCS 2861 (can be taken concurrently); or permission of instructor Students will work independently using previously mastered techniques from all prerequisite courses along with other current industry programming practices to research, design, develop, and implement an autonomous or semi-autonomous competitive system. Topics include budgeting, project scheduling/monitoring/execution, and documentation of the finished project from both a systems and an end-user perspective. The course culminates in a formal presentation in which students will demonstrate both the project and all associated documentation. Students will also utilize software and effective design techniques studied in previous courses and use resources from previous courses as reference material. (7 contact hours: 1 lecture, 6 lab)
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