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COURSE SYLLABUS
COMPUTER GAMES AND SIMULATION
1 Course Title: COMPUTER GAMES AND SIMULATION
2 Course Code: BMB2018
3 Type of Course: Optional
4 Level of Course: First Cycle
5 Year of Study: 2
6 Semester: 4
7 ECTS Credits Allocated: 5
8 Theoretical (hour/week): 3
9 Practice (hour/week) : 0
10 Laboratory (hour/week) : 0
11 Prerequisites: None
12 Recommended optional programme components: None
13 Language: Turkish
14 Mode of Delivery: Face to face
15 Course Coordinator: Dr. Ögr. Üyesi CEYDA NUR ÖZTÜRK
16 Course Lecturers: Öğr. Gör. Koray AKİ
17 Contactinformation of the Course Coordinator: ceydanur@uludag.edu.tr
18 Website:
19 Objective of the Course: To examine software frameworks, timing techniques, design patterns, two dimensional and three dimensional graphics, fundamental mathematical, physical and statistical models, user interfaces, sound and camera management, and processes such as lighting and shading, which are used for the development of games and simulations.
20 Contribution of the Course to Professional Development Develops skills to design, mathematically and physically model and program artificial environments, which involve realistic visual and aural elements, change depending on time, or are controllable with interaction.
21 Learning Outcomes:
1 Being able to decide the programming pattern that is suitable for a game ;
2 Being able to truly specify and manage the needed concepts to develop game and simulation;
3 Being able to derive geometric, pyhsical, or statistical models for game and simulation elements;
4 Being able to properly use graphics primitives and techniques to produce 2-D and 3-D renderings;
5 Being able to explain commonly used input and sound technologies as well as interaction interfaces;
6 Being able to design and implement games and simulations to satisfy different requirements;
7 Being able to write programs with at least one game or simulation software;
22 Course Content:
Week Theoretical Practical
1 Introduction, the game loop, timing, and game objects, game and simulation software, examination of sample games and simulations
2 Game programming patterns: sequencing patterns, behavioural patterns, decoupling patterns, optimization patterns
3 Mathematical modelling: vectors and matrices, transformations, coordinate systems
4 Physical modelling: planes, rays, and line segments, collision geometry and collision detection, physics-based movement, physics middleware
5 2-D rendering basics: sprites, scrolling, tile maps, 3-D rendering basics: lighting, shading, visibility
6 Cameras, the view frustum, perspective projections, camera implementations
7 Shaders: diffuse and specular reflections, texture mapping, bump mapping, parallax mapping, horizon mapping
8 Lighting and shadows: point, spot, and infinite lights,shadow maps, stencil shadows, fog
9 Visibility and occlusion: polygon clipping, bounding volumes, frustum culling, light culling, shadow culling, occluders
10 Input devices, event-based input, mobile input, basic sound, 3-D sound
11 User interfaces, menu systems, heads-up display elements, networked games: protocols, topology, and cheating
12 Simulation design: event scheduling and time advance algorithm, list processing
13 Statistical models in simulation: discrete and continuous random variables, discrete and continuous distributions, queueing models
14 Random number and variable generation, analysis of simulation data, validation and performance estimation of simulation models
23 Textbooks, References and/or Other Materials: 1. Madhav, S., 2014, Game Programming Algorithms and Techniques: A Platform-Agnostic Approach, Pearson Education, ISBN: 978-0321940155.
2. Nystrom, R., 2014, Game Programming Patterns, Genever Benning, ISBN: 978-0990582908.
3. Lengyel, E., 2016, Foundations of Game Engine Development: Volume 1: Mathematics. Terathon Software LLC, ISBN: 978-0985811747.
4. Lengyel, E., 2016, Foundations of Game Engine Development: Volume 2: Rendering. Terathon Software LLC, ISBN: 978-0985811754.
5. Discrete-Event System Simulation, Banks, J., Carson II, J. S., Nelson, B. L., Nicol, D. M., 2010, Pearson Education, 5th Edition, ISBN: 978-8131796993.
24 Assesment
TERM LEARNING ACTIVITIES NUMBER PERCENT
Midterm Exam 1 20
Quiz 0 0
Homeworks, Performances 1 20
Final Exam 1 60
Total 3 100
Contribution of Term (Year) Learning Activities to Success Grade 40
Contribution of Final Exam to Success Grade 60
Total 100
Measurement and Evaluation Techniques Used in the Course project, written exam
Information
25 ECTS / WORK LOAD TABLE
Activites NUMBER TIME [Hour] Total WorkLoad [Hour]
Theoretical 14 3 42
Practicals/Labs 0 0 0
Self Study and Preparation 14 2 28
Homeworks, Performances 1 36 36
Projects 0 0 0
Field Studies 0 0 0
Midtermexams 1 16 16
Others 0 0 0
Final Exams 1 22 22
Total WorkLoad 144
Total workload/ 30 hr 4,8
ECTS Credit of the Course 5
26 CONTRIBUTION OF LEARNING OUTCOMES TO PROGRAMME QUALIFICATIONS
PQ1 PQ2 PQ3 PQ4 PQ5 PQ6 PQ7 PQ8 PQ9 PQ10 PQ11 PQ12
LO1 5 4 5 4 1 3 3 1 3 2 2 0
LO2 5 5 3 3 2 3 3 1 2 1 1 0
LO3 5 4 3 3 1 3 2 1 2 0 0 0
LO4 5 5 3 4 2 4 2 3 3 1 0 0
LO5 4 2 1 2 0 2 3 1 4 0 0 2
LO6 3 5 4 5 4 5 4 3 5 4 4 3
LO7 2 3 2 5 2 4 2 3 5 1 1 1
LO: Learning Objectives PQ: Program Qualifications
Contribution Level: 1 Very Low 2 Low 3 Medium 4 High 5 Very High
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