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Course Title: |
COMPUTER GAMES AND SIMULATION |
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Course Code: |
BMB2018 |
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Type of Course: |
Optional |
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Level of Course: |
First Cycle |
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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 |
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Recommended optional programme components: |
None |
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Language: |
Turkish |
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Mode of Delivery: |
Face to face |
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Course Coordinator: |
Dr. Ögr. Üyesi CEYDA NUR ÖZTÜRK |
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Course Lecturers: |
Öğr. Gör. Koray AKİ |
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Contactinformation of the Course Coordinator: |
ceydanur@uludag.edu.tr |
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Website: |
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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. |
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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. |
Week |
Theoretical |
Practical |
1 |
Introduction, the game loop, timing, and game objects, game and simulation software, examination of sample games and simulations |
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2 |
Game programming patterns: sequencing patterns, behavioural patterns, decoupling patterns, optimization patterns |
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3 |
Mathematical modelling: vectors and matrices, transformations, coordinate systems |
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4 |
Physical modelling: planes, rays, and line segments, collision geometry and collision detection, physics-based movement, physics middleware |
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5 |
2-D rendering basics: sprites, scrolling, tile maps, 3-D rendering basics: lighting, shading, visibility |
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Cameras, the view frustum, perspective projections, camera implementations |
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Shaders: diffuse and specular reflections, texture mapping, bump mapping, parallax mapping, horizon mapping |
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8 |
Lighting and shadows: point, spot, and infinite lights,shadow maps, stencil shadows, fog |
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9 |
Visibility and occlusion: polygon clipping, bounding volumes, frustum culling, light culling, shadow culling, occluders |
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10 |
Input devices, event-based input, mobile input, basic sound, 3-D sound |
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11 |
User interfaces, menu systems, heads-up display elements, networked games: protocols, topology, and cheating |
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12 |
Simulation design: event scheduling and time advance algorithm, list processing |
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13 |
Statistical models in simulation: discrete and continuous random variables, discrete and continuous distributions, queueing models |
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14 |
Random number and variable generation, analysis of simulation data, validation and performance estimation of simulation models |
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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. |
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Assesment |
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