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Course Code: 
COMP 411
Course Type: 
Area Elective
P: 
3
Lab: 
0
Credits: 
3
ECTS: 
6
Course Language: 
İngilizce
Courses given by: 
Course Objectives: 
The course exposes students to software development through the techniques used in one of the largest fields of computing. Control and interactivity of both 2D and 3D environments is discussed and analysed at various levels.
Course Content: 

Game programming approaches. Techniques and tools. Manipulation of visual effects and sound. Object animation. Movement control. Worlds. Interactivity

Course Methodology: 
1: Lecture, 2: Question-Answer, 3: Discussion, 4: Lab Work
Course Evaluation Methods: 
A: Testing, B: Laboratory C: Homework D: Project

Vertical Tabs

Course Learning Outcomes

Learning Outcomes Program Learning Outcomes   Teaching Methods Assessment Methods
Compose object movement, animation and modification techniques. 6 1,4 A,B,C
Develop interactive objects using a variety of techniques including geometry and artificial intelligence 6,9,8 1,2,3,4 B,C
Compose 2D or 3D dynamic worlds enhanced with special effects including sounds, and evaluate game performance in those worlds 6 1,2,3,4 A,B,D

Course Flow

COURSE CONTENT
Week Topics Study Materials
1 Introduction to game programming Lecture Notes
2 Geometric transformation of objects: translation, rotation, scaling Lecture Notes
3 Game scene creation Lecture Notes
4 Characters and Animation Techniques Lecture Notes
5

Interaction

Lecture Notes
6 Computer Graphics Lecture Notes
7 MIDTERM EXAMINATION  
8 Collisions Lecture Notes
9 Physical properties Lecture Notes
10 Artificial Intelligence in Games Lecture Notes
11 Software issues: controls, application states, best practices Lecture Notes
12 Advanced topics in game programming Lecture Notes
13 Deployment Lecture Notes
14 Network game programming  
15 Final Examination  

Recommended Sources

RECOMMENDED SOURCES
Textbook
  • Dunn, F., & Parberry, I. (2011). 3D math primer for graphics and game development (2nd ed.). Boca Raton, FL: A K Peters/CRC Press. 
  • Lake, A. (2010), Game programming Gems, Cengage Learning 
  • Lengyel, E. (2011), Mathematics for 3D Game Programming and

Computer Graphics, 3rd Edition, Cengage Learning 

Additional Resources Rabin, S. (n.d.). Game AI pro²: Collected wisdom of game AI professionals.

Eberly, D. (2010). Game physics (2nd ed.). Amsterdam: Morgan Kaufmann.

Material Sharing

MATERIAL SHARING
Documents Presentations and Laboratory Sheets furnished by MSAA
Assignments Homework Sheets furnished by MSAA
Exams Old exam questions are furnished

Assessment

ASSESSMENT
IN-TERM STUDIES NUMBER PERCENTAGE
Mid-terms 1 20
Projects 1 50
Assignment and Labwork 5 30
Total   100
CONTRIBUTION OF FINAL EXAMINATION TO OVERALL GRADE   40
CONTRIBUTION OF IN-TERM STUDIES TO OVERALL GRADE   60
Total   100

ECTS

ECTS ALLOCATED BASED ON STUDENT WORKLOAD BY THE COURSE DESCRIPTION
Activities Quantity Duration
(Hour)
Total
Workload
(Hour)
Course Duration (Including the exam week: 16x Total course hours) 14 3 42
Hours for off-the-classroom study (Pre-study, practice) 14 3 42
Mid-terms 1 2 2
Project 1 30 30
Homework 5 6 30
Final examination 2 (Including reparation) 3 6
Total Work Load     152
Total Work Load / 25 (h)     6,08
ECTS Credit of the Course     6
None