[ICS] - [2022Sommer] - [en] - [Computer Games (Game Engine Design)]


Computer Games (Game Engine Design) [2022/23 WiSe]
Code
ICS
Name
Computer Games (Game Engine Design)
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.
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
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