Cal Poly, Pomona: Programming Game Engines
International Game Developers Association
Cal Poly Pomona: Programming Game Engines
| Games Education |
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| Course |
Table of contents |
[edit] Teachers
[edit] Instructors
[edit] Guest speakers
- TBD
[edit] Course Background Information
[edit] Location
- Department of Computer Science, Cal Poly Pomona
[edit] Classification
See: Areas for classifing for your course.
Primary Classification:
- Game Programming
Secondary Classification:
- System architecture for real time game environments and simulations
[edit] Student background needed
Undergraduate and Graduate Computer Science Students
[edit] Course Prerequisites
- 2D/3D computer graphics (theory and programming in OpenGL)
- C/C++ programming languages
- Operating systems
[edit] Time periods
10 week quarter - meets for 4 hours per week (two or three times depending on time-slot given course)
[edit] Course Structure
[edit] Course description
2D/3D game engine architectures, constant rate game engines, message-driven game engines, loading and unloading data, memory management, designing for test and for release, handling user input, managing sound, parsing animation files.
[edit] Course learning objectives
- Understand the software architectures used in building 2D/3D game engines
- Understand how to handle user input and events
- Learn how building for test and debug is different than build for release
- Learn the differences between constant-rate and message-driven game engines
- Gain experience loading and parsing basic animation files
- Gain competency in building a 2D and a 3D game engine
- Design and build a game engine memory manager
- Use multiple threads in a game engine for audio and sound effects
[edit] Week by week topics
(precise breakdown by week TBD)
- Data Structures used in Game Programming
- Computer Graphics Pipeline
- Handling Input
- Memory Manager Architecture
- Audio System Programming
- Animation System Programming and File Handling
- Event Handling
- 2D Game Engine Architecture
- 3D Game Engine Architecture
- Building Software for Test/Debug and for Release
- Message-Driven Game Engines
- Constant-Rate Game Engines
[edit] Course Materials & Facilities Used
Here you can link to and/or describe books and other materials you used for this course. Feel free to create new pages for each item here if a page for it does not yet exist.
[edit] Books
- 3D Game Engine Architecture, David Eberly, ISBN 012229064X, December 17, 2004.
[edit] Other materials
[edit] Software (engines, tools)
This could me a mix of external links to software on other servers and links to other wiki pages outlining those tools, which could be useful.
[edit] Syllabus
(link to an uploaded syllabus file or external storage location)
[edit] Slides
(link to each file's storage location)
[edit] Assessment materials
e.g. tests, quizzes, assignment requirements, project requirements
[edit] Digital media used in class
e.g. Video, Multimedia sources, Audio
(link to each file's storage location)
[edit] Case studies
(link to each file's storage location) or each respective wiki page
[edit] Tutorial files
(link to each file's storage location)
[edit] Other materials
(link to an uploaded resources -- e.g. research papers -- or external storage location)
[edit] Analysis of learning methods
[edit] What worked
Please discuss what worked
[edit] What didn't work
Please discuss what didn’t work
