PA199 Game Engine Development
Faculty of InformaticsAutumn 2024
- Extent and Intensity
- 2/1/0. 3 credit(s) (plus extra credits for completion). Type of Completion: zk (examination).
Taught in person. - Teacher(s)
- Mgr. Jiří Chmelík, Ph.D. (lecturer)
Mgr. Marek Trtík, Ph.D. (lecturer) - Guaranteed by
- Mgr. Jiří Chmelík, Ph.D.
Department of Visual Computing – Faculty of Informatics
Supplier department: Department of Visual Computing – Faculty of Informatics - Prerequisites
- PV255 Game Development I
The knowledge of programming in C++. The basic knowledge of GPU programming in the scope of PV112 Computer Graphics API. The knowledge of computer graphics fundamentals. The interest in the area of computer game development is expected. - 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 29 fields of study the course is directly associated with, display
- Course objectives
- The aim of the course is to extend and deepen students' knowledge and experience in the area of digital games development. Lessons will cover topics such as game engine architecture, physics in games or procedural generation. Practical experience should be gained via a semestral project.
- Learning outcomes
- At the end of the course students will be able to:
demonstrate an understanding of the main mathematical and programming concepts used in computer game development;
design and implement a digital game ``from scratch'' (i.e. not using a game engine), including mathematical and physical model, 3D rendering and a simple user interface; - Syllabus
- Game engine architecture;
- Rotations and quaternions;
- Particle system dynamics;
- Collision detection;
- Motion of rigid bodies;
- Forward and inverse kinematics;
- Fluid simulation;
- Virtual environments and interaction techniques;
- Literature
- recommended literature
- GREGORY, Jason. Game engine architecture. Natick: A K Peters, 2009, xx, 860. ISBN 9781568814131. info
- 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
- lectures, seminars, individual semester project.
- Assessment methods
- Individual semestral programming project. Oral exam.
- Language of instruction
- English
- Further Comments
- The course is taught annually.
The course is taught: every week.
PA199 Game Engine Development
Faculty of InformaticsAutumn 2023
- Extent and Intensity
- 2/1/0. 3 credit(s) (plus extra credits for completion). Type of Completion: zk (examination).
Taught in person. - Teacher(s)
- Mgr. Jiří Chmelík, Ph.D. (lecturer)
Mgr. Marek Trtík, Ph.D. (lecturer) - Guaranteed by
- Mgr. Jiří Chmelík, Ph.D.
Department of Visual Computing – Faculty of Informatics
Supplier department: Department of Visual Computing – Faculty of Informatics - Timetable
- Tue 12:00–13:50 C416
- Timetable of Seminar Groups:
- Prerequisites
- PV255 Game Development I
The knowledge of programming in C++. The basic knowledge of GPU programming in the scope of PV112 Computer Graphics API. The knowledge of computer graphics fundamentals. The interest in the area of computer game development is expected. - 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 31 fields of study the course is directly associated with, display
- Course objectives
- The aim of the course is to extend and deepen students' knowledge and experience in the area of digital games development. Lessons will cover topics such as game engine architecture, physics in games or procedural generation. Practical experience should be gained via a semestral project.
- Learning outcomes
- At the end of the course students will be able to:
demonstrate an understanding of the main mathematical and programming concepts used in computer game development;
design and implement a digital game ``from scratch'' (i.e. not using a game engine), including mathematical and physical model, 3D rendering and a simple user interface; - Syllabus
- Game engine architecture;
- Rotations and quaternions;
- Particle system dynamics;
- Solving differential equations;
- motion of rigid bodies;
- Virtual environments and interaction techniques;
- Invited lectures.
- Literature
- recommended literature
- GREGORY, Jason. Game engine architecture. Natick: A K Peters, 2009, xx, 860. ISBN 9781568814131. info
- 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
- lectures, seminars, individual semester projects.
- Assessment methods
- Individual semestral programming project. Oral exam.
- Language of instruction
- English
- Further Comments
- Study Materials
The course is taught annually.
PA199 Advanced Game Development
Faculty of InformaticsAutumn 2022
- Extent and Intensity
- 2/1/0. 3 credit(s) (plus extra credits for completion). Type of Completion: zk (examination).
Taught in person. - Teacher(s)
- Mgr. Jiří Chmelík, Ph.D. (lecturer)
Mgr. Marek Trtík, Ph.D. (lecturer) - Guaranteed by
- Mgr. Jiří Chmelík, Ph.D.
Department of Visual Computing – Faculty of Informatics
Supplier department: Department of Visual Computing – Faculty of Informatics - Timetable
- Thu 11:00–12:50 C416
- Timetable of Seminar Groups:
- Prerequisites
- PV255 Game Development I
The knowledge of programming in C++. The basic knowledge of GPU programming in the scope of PV112 Computer Graphics API. The knowledge of computer graphics fundamentals. The interest in the area of computer game development is expected. - 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 31 fields of study the course is directly associated with, display
- Course objectives
- The aim of the course is to extend and deepen students' knowledge and experience in the area of digital games development. Lessons will cover topics such as game engine architecture, physics in games or procedural generation. Practical experience should be gained via a semestral project.
- Learning outcomes
- At the end of the course students will be able to:
demonstrate an understanding of the main mathematical and programming concepts used in computer game development;
design and implement a digital game ``from scratch'' (i.e. not using a game engine), including mathematical and physical model, 3D rendering and a simple user interface; - Syllabus
- Game engine architecture;
- Rotations and quaternions;
- Particle system dynamics;
- Solving differential equations;
- motion of rigid bodies;
- Virtual environments and interaction techniques;
- Invited lectures.
- Literature
- recommended literature
- GREGORY, Jason. Game engine architecture. Natick: A K Peters, 2009, xx, 860. ISBN 9781568814131. info
- 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
- lectures, seminars, individual semester projects.
- Assessment methods
- Individual semestral programming project.
- Language of instruction
- English
- Further Comments
- Study Materials
The course is taught annually.
PA199 Advanced Game Development
Faculty of InformaticsSpring 2022
- Extent and Intensity
- 2/1/0. 3 credit(s) (plus extra credits for completion). Type of Completion: zk (examination).
Taught in person. - Teacher(s)
- Mgr. Jiří Chmelík, Ph.D. (lecturer)
Mgr. Marek Trtík, Ph.D. (lecturer) - Guaranteed by
- Mgr. Jiří Chmelík, Ph.D.
Department of Visual Computing – Faculty of Informatics
Supplier department: Department of Visual Computing – Faculty of Informatics - Timetable
- Mon 14. 2. to Mon 9. 5. Mon 10:00–11:50 A320
- Timetable of Seminar Groups:
- Prerequisites
- PV255 Game Development I
The knowledge of programming in C++. The basic knowledge of GPU programming in the scope of PV112 Computer Graphics API. The knowledge of computer graphics fundamentals. The interest in the area of computer game development is expected. - 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
- The aim of the course is to extend and deepen students' knowledge and experience in the area of digital games development. Lessons will cover topics such as game engine architecture, physics in games or procedural generation. Practical experience should be gained via a semestral project.
- Learning outcomes
- At the end of the course students will be able to:
demonstrate an understanding of the main mathematical and programming concepts used in computer game development;
design and implement a digital game ``from scratch'' (i.e. not using a game engine), including mathematical and physical model, 3D rendering and a simple user interface; - Syllabus
- Game engine architecture;
- Rotations and quaternions;
- Particle system dynamics;
- Solving differential equations;
- motion of rigid bodies;
- Virtual environments and interaction techniques;
- Invited lectures.
- Literature
- recommended literature
- GREGORY, Jason. Game engine architecture. Natick: A K Peters, 2009, xx, 860. ISBN 9781568814131. info
- 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
- lectures, seminars, individual semester projects.
- Assessment methods
- Individual semestral programming project.
- Language of instruction
- English
- Further Comments
- The course is taught annually.
PA199 Advanced Game Development
Faculty of InformaticsSpring 2021
- 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).
Taught online. - Teacher(s)
- Mgr. Jiří Chmelík, Ph.D. (lecturer)
Mgr. Marek Trtík, Ph.D. (lecturer) - Guaranteed by
- Mgr. Jiří Chmelík, Ph.D.
Department of Visual Computing – Faculty of Informatics
Supplier department: Department of Visual Computing – Faculty of Informatics - Timetable
- Mon 9:00–10:50 Virtuální místnost
- Timetable of Seminar Groups:
- Prerequisites
- The knowledge of computer graphics fundamentals
- 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 introduce advanced game design to the students. The course will cover all major aspects of game design such as advanced computer graphics, human computer interaction and game design issues.
- Learning outcomes
- At the end of the course students will be able to: Demonstrate an understanding of the main mathematical concepts used in computer game design; Mathematically model all the components of an interactive computer game; Have a good understanding of the collision detection techniques that are used in computer games and apply them in practice; Design and implement an interactive computer game from scratch (i.e. not using a games 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.
PA199 Advanced Game Development
Faculty of InformaticsSpring 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, Ph.D. (seminar tutor)
Bojan Kerouš, Ph.D. (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:
- 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.
PA199 Advanced Game Design
Faculty of InformaticsSpring 2019
- Extent and Intensity
- 2/1. 3 credit(s) (plus extra credits for completion). Recommended Type of Completion: k (colloquium). Other types of completion: zk (examination).
- Teacher(s)
- doc. Fotios Liarokapis, PhD (lecturer)
Bojan Kerouš, Ph.D. (seminar tutor) - Guaranteed by
- doc. RNDr. Petr Matula, Ph.D.
Department of Visual Computing – Faculty of Informatics
Supplier department: Department of Visual Computing – Faculty of Informatics - Timetable
- Mon 14:00–15:50 A217
- Timetable of Seminar Groups:
- Prerequisites
- The knowledge of computer graphics fundamentals
- 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
- Computer Graphics (programme FI, N-IN)
- Course objectives
- This course intends to introduce advanced game design to the students. The course will cover all major aspects of game design such as advanced computer graphics, human computer interaction and game design issues. At the end of the course students will be able to: Demonstrate an understanding of the main mathematical concepts used in computer game design; Mathematically model all the components of an interactive computer game; Have a good understanding of the collision detection techniques that are used in computer games and apply them in practice; Design and implement an interactive computer game from scratch (i.e. not using a games 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.
PA199 Advanced Game Design
Faculty of InformaticsSpring 2018
- Extent and Intensity
- 2/1. 3 credit(s) (plus extra credits for completion). Recommended Type of Completion: k (colloquium). Other types of completion: zk (examination).
- Teacher(s)
- doc. Fotios Liarokapis, PhD (lecturer)
Bojan Kerouš, Ph.D. (seminar tutor) - Guaranteed by
- doc. RNDr. Petr Matula, Ph.D.
Department of Visual Computing – Faculty of Informatics
Supplier department: Department of Visual Computing – Faculty of Informatics - Timetable
- Mon 14:00–15:50 A218
- Timetable of Seminar Groups:
- Prerequisites
- The knowledge of computer graphics fundamentals
- 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
- Computer Graphics (programme FI, N-IN)
- Course objectives
- This course intends to introduce advanced game design to the students. The course will cover all major aspects of game design such as advanced computer graphics, human computer interaction and game design issues. At the end of the course students will be able to: Demonstrate an understanding of the main mathematical concepts used in computer game design; Mathematically model all the components of an interactive computer game; Have a good understanding of the collision detection techniques that are used in computer games and apply them in practice; Design and implement an interactive computer game from scratch (i.e. not using a games 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.
PA199 Advanced Game Design
Faculty of InformaticsSpring 2017
- Extent and Intensity
- 2/1. 3 credit(s) (plus extra credits for completion). Recommended Type of Completion: k (colloquium). Other types of completion: zk (examination).
- Teacher(s)
- doc. Fotios Liarokapis, PhD (lecturer)
Bojan Kerouš, Ph.D. (seminar tutor) - Guaranteed by
- doc. RNDr. Petr Matula, Ph.D.
Department of Visual Computing – Faculty of Informatics
Supplier department: Department of Visual Computing – Faculty of Informatics - Timetable
- Thu 14:00–15:50 A218
- Timetable of Seminar Groups:
- Prerequisites
- The knowledge of computer graphics fundamentals
- 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
- Computer Graphics (programme FI, N-IN)
- Course objectives
- This course intends to introduce advanced game design to the students. The course will cover all major aspects of game design such as advanced computer graphics, human computer interaction and game design issues. At the end of the course students will be able to: Demonstrate an understanding of the main mathematical concepts used in computer game design; Mathematically model all the components of an interactive computer game; Have a good understanding of the collision detection techniques that are used in computer games and apply them in practice; Design and implement an interactive computer game from scratch (i.e. not using a games 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.
PA199 Advanced Game Design
Faculty of InformaticsSpring 2016
- Extent and Intensity
- 2/1. 3 credit(s) (plus extra credits for completion). Recommended Type of Completion: k (colloquium). Other types of completion: zk (examination).
- Teacher(s)
- doc. Fotios Liarokapis, PhD (lecturer)
Bojan Kerouš, Ph.D. (seminar tutor) - Guaranteed by
- doc. RNDr. Petr Matula, Ph.D.
Department of Visual Computing – Faculty of Informatics
Supplier department: Department of Visual Computing – Faculty of Informatics - Timetable
- Wed 14:00–15:50 A318
- Timetable of Seminar Groups:
- Prerequisites
- The knowledge of computer graphics fundamentals
- 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
- Computer Graphics (programme FI, N-IN)
- Course objectives
- This course intends to introduce advanced game design to the students. The course will cover all major aspects of game design such as advanced computer graphics, human computer interaction and game design issues. At the end of the course students will be able to: Demonstrate an understanding of the main mathematical concepts used in computer game design; Mathematically model all the components of an interactive computer game; Have a good understanding of the collision detection techniques that are used in computer games and apply them in practice; Design and implement an interactive computer game from scratch (i.e. not using a games 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.
PA199 Advanced Game Design
Faculty of InformaticsSpring 2015
- Extent and Intensity
- 2/1. 3 credit(s) (plus extra credits for completion). Recommended Type of Completion: k (colloquium). Other types of completion: zk (examination).
- Teacher(s)
- doc. Fotios Liarokapis, PhD (lecturer)
- Guaranteed by
- doc. RNDr. Petr Matula, Ph.D.
Department of Visual Computing – Faculty of Informatics
Supplier department: Department of Visual Computing – Faculty of Informatics - Timetable
- Tue 14:00–15:50 A217
- Timetable of Seminar Groups:
PA199/02: Tue 17:00–17:50 A215, F. Liarokapis - Prerequisites
- The knowledge of computer graphics fundamentals
- 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
- Computer Graphics (programme FI, N-IN)
- Course objectives
- This course intends to introduce advanced game design to the students. The course will cover all major aspects of game design such as advanced computer graphics, human computer interaction and game design issues. At the end of the course students will be able to: Demonstrate an understanding of the main mathematical concepts used in computer game design; Mathematically model all the components of an interactive computer game; Have a good understanding of the collision detection techniques that are used in computer games and apply them in practice; Design and implement an interactive computer game from scratch (i.e. not using a games 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.
- Enrolment Statistics (Autumn 2024, recent)