PA199 Advanced Game Development

Faculty of Informatics
Spring 2020
Extent and Intensity
2/1/0. 3 credit(s) (plus extra credits for completion). Recommended Type of Completion: k (colloquium). Other types of completion: zk (examination).
Teacher(s)
Mgr. Jiří Chmelík, Ph.D. (lecturer)
prof. Ing. Jiří Sochor, CSc. (lecturer)
RNDr. Jan Čejka (seminar tutor)
Bojan Kerouš (seminar tutor)
Guaranteed by
doc. Fotios Liarokapis, PhD
Department of Visual Computing - Faculty of Informatics
Supplier department: Department of Visual Computing - Faculty of Informatics
Timetable
Mon 17. 2. to Fri 15. 5. Fri 12:00–13:50 A320
  • Timetable of Seminar Groups:
PA199/01: Mon 17. 2. to Fri 15. 5. Fri 14:00–14:50 A215
Prerequisites
The knowledge of: - Mathematics fundamentals -- in the scope of PV189 Mathematics for Computer Graphics - computer graphics -- in scope of PB009 Principles of Computer Graphics, PA010 Intermediate Computer Graphics and PV112 Computer Graphics API.
Course Enrolment Limitations
The course is also offered to the students of the fields other than those the course is directly associated with.
fields of study / plans the course is directly associated with
there are 30 fields of study the course is directly associated with, display
Course objectives
This course intends to enhance knowledge and skills in the area of game development. The course will cover selected aspects of game development, such as game engines architecture, usage of computer graphics techniques or physics simulations in games.
Learning outcomes
At the end of the course, students will be able to:
- understand and describe a mathematical and physical model of basic game mechanics;
- design and implement a simple digital game using such models from the scratch (i.e. not using a game engine);
Syllabus
  • Introduction to advanced games design
  • Game engine architectures
  • Mathematics and physics for computer game design
  • Collision detection techniques for computer games
  • Fractal terrain generation
  • City and road modeling
  • Fluid modeling
  • Deformation techniques for games
  • Procedural texturing techniques
  • Animation for computer games
  • Crowd modeling techniques
  • Online virtual environments
  • Mobile game development
  • Advanced interaction techniques
  • Serious games
Literature
    required literature
  • EBERLY, David H. 3D game engine design :a practical approach to real-time computer graphics. San Francisco: Morgan Kaufmann Publishers, 2001. xxviii, 56. ISBN 1-55860-593-2. info
Teaching methods
Delivery of the material will be based on expositional lectures reinforced by computer demonstrations of the application of the material.
Assessment methods
Two assignments will be the assessment methods of the course. The first assignment will count 30% and the second assignment 70% of the overall mark.
Language of instruction
English
Further Comments
Study Materials
The course is taught annually.
The course is also listed under the following terms Spring 2015, Spring 2016, Spring 2017, Spring 2018, Spring 2019, Spring 2021.
  • Enrolment Statistics (recent)
  • Permalink: https://is.muni.cz/course/fi/spring2020/PA199