FI:PA199 Game Engine Development - Course Information
PA199 Game Engine DevelopmentFaculty of Informatics
- Extent and Intensity
- 2/1/0. 3 credit(s) (plus extra credits for completion). Type of Completion: zk (examination).
Taught in person.
- 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
- Tue 12:00–13:50 C416
- Timetable of Seminar Groups:
- 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;
- Game engine architecture;
- Rotations and quaternions;
- Particle system dynamics;
- Solving differential equations;
- motion of rigid bodies;
- Virtual environments and interaction techniques;
- Invited lectures.
- 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
- Further Comments
- Study Materials
The course is taught annually.
- Enrolment Statistics (recent)
- Permalink: https://is.muni.cz/course/fi/autumn2023/PA199