PA199 Game Engine Development

Faculty of Informatics
Autumn 2023
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:
PA199/01: Tue 14:00–14:50 B311, J. Chmelík, M. Trtík
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.
The course is also listed under the following terms Spring 2015, Spring 2016, Spring 2017, Spring 2018, Spring 2019, Spring 2020, Spring 2021, Spring 2022, Autumn 2022.
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