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Course Criteria
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3.00 Credits
Game and simulation programming. Includes advanced pointer manipulation techniques and pointer applications, points and vectors, sound, and graphics. (2 Lec., 4 Lab.)
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3.00 Credits
Computer graphics with focus on the basic principles and techniques of graphics applications. Emphasizes 3-D computer graphics and translating a task from design to suitable algorithms and program code. Combines principles and major techniques in computer graphics with third-party game and simulation technologies. (2 Lec., 4 Lab.)
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3.00 Credits
Network topologies, architecture, and communication in game and simulation programming. Introduces sockets programming utilizing TCP and UDP protocols in a high-level language. Focuses on blocking and asynchronous modes. (2 Lec., 4 Lab.)
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3.00 Credits
Design and development of 2D game and simulation programs including user interface design, mathematical elements, image and file structure, and software development techniques. Introduces the basics of 3D graphics related to game and simulation programming. (2 Lec., 4 Lab.)
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3.00 Credits
Topics address recently identified current events, skills, knowledge, and/or attitudes and behaviors pertinent to the technology or occupation and relevant to the professional development of the student. This course may be repeated if topics and learning outcomes vary. (2 Lec., 4 Lab.)
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4.00 Credits
Introduction to electronic game development and game development careers. Includes examination of history and philosophy of games, the game production process, employee factors for success in the field, and current issues and practices in the game development industry. (3 Lec., 4 Lab.)
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4.00 Credits
Introduction to the tools and concepts used to create levels for games and simulations. Incorporates level design, architecture theory, concepts of critical path and flow, balancing, play testing, and storytelling. Includes utilization of toolsets from industry titles. (3 Lec., 4 Lab.)
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4.00 Credits
Introduction to game and simulation development. Includes analysis of existing applications and creation of a game using an existing game engine. In-depth coverage of the essential elements of game design. Also covers an overview of cultural history of electronic games, survey of the major innovators, and examination of the trends and taboos that motivate game design. (3 Lec., 3 Lab.)
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4.00 Credits
Mathematical elements and algorithms involved in basic animation. Includes generating graphics, viewing 3-D environments such as visible line detection and 3-D surfaces, image processing techniques, and special effects. (3 Lec., 4 Lab.)
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4.00 Credits
Architectural spaces and modeling in a real-time game editor. Includes techniques for building, texturing, and lighting a game level to function in realtime. (3 Lec., 4 Lab.)
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