Computer Games (Game Engine Design) [2024 SoSe] | ||
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Code ICS |
Name Computer Games (Game Engine Design) |
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CP 8 |
Duration one semester |
Offered every summer semester |
Format Lecture 3 SWS + Exercise 3 SWS |
Workload 240 h; thereof 75 h lectures and tutorials 15 h exam preparations 150 h self-study and exercises |
Availability M.Sc. Angewandte Informatik M.Sc. Data and Computer Science M.Sc. Scientific Computing |
Language English |
Lecturer(s) Jürgen Hesser |
Examination scheme |
Learning objectives | The students understand the game engine concepts, the decision for specialized class structures, support tools, and the typical architectural elements and are able to apply these concepts in developing an own game engine. They are able to apply and further develop methods for visualizing 3D scenes, perform collision detection and hereby are able to identify the appropriate algorithms. They have the capability to develop animation methods with different levels of complexity and are able to assess which method to take under the trade-off between performance and quality. Students will be able to find and apply appropriate techniques for path planning, to improve the found paths to be more realistic. Finally, they are able to identify the different concepts of AI in games and develop and apply these techniques for own games. In the exercises, they apply the theoretical concepts and program applications in order to see how to translate concepts into code. |
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Learning content | Overview of the structure and the components of computer games Architecture of Game Engines Elements of the Graphics Subengine Algorithms for Collision Detection Animation techniques and physics Path planning and AI |
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Requirements for participation | recommended are: Einführung in die Praktische Informatik (IPI), Programmierkurs (IPK), Algorithmen und Datenstrukturen (IAD) | |
Requirements for the assignment of credits and final grade | The module is completed with a graded oral or written examination. The final grade of the module is determined by the grade of the examination. The requirements for the assignment of credits follows the regulations in section modalities for examinations. | |
Useful literature | Gregory et al: Game Engine Architecture Ericson: Real-Time Collision Detection Eberly: Game Physics Millington: Artificial Intelligence for Games |