CS6006 GAME PROGRAMMING SYLLABUS FOR 7TH SEM CSE REGULATION 2013 - Anna University Internal marks 2018

CS6006 GAME PROGRAMMING SYLLABUS FOR 7TH SEM CSE REGULATION 2013

ANNA UNIVERSITY CSE SYLLABUS
IT6005 DIGITAL IMAGE PROCESSING SYLLABUS
7TH SEM CSE SYLLABUS
REGULATION 2013
CS6006 GAME PROGRAMMING SYLLABUS
CS6006 GAME PROGRAMMING SYLLABUS
OBJECTIVES:
The student should be made to:
-> Understand the concepts of Game design and development.
-> Learn the processes, mechanics and issues in Game Design.
-> Be exposed to the Core architectures of Game Programming.
-> Know about Game programming platforms, frame works and engines. Learn to develop games.

UNIT I 3D GRAPHICS FOR GAME PROGRAMMING
3D Transformations, Quaternions, 3D Modeling and Rendering, Ray Tracing, Shader Models, Lighting, Color, Texturing, Camera and Projections, Culling and Clipping, Character Animation,
Physics-based Simulation, Scene Graphs. 
 
UNIT II GAME ENGINE DESIGN
Game engine architecture, Engine support systems, Resources and File systems, Game loop and real-time simulation, Human Interface devices, Collision and rigid body dynamics, Game profiling.
 
UNIT III GAME PROGRAMMING
Application layer, Game logic, Game views, managing memory, controlling the main loop, loading and caching game data, User Interface management, Game event management.
 
UNIT IV GAMING PLATFORMS AND FRAMEWORKS
2D and 3D Game development using Flash, DirectX, Java, Python, Game engines - Unity. DX Studio,
 
UNIT V GAME DEVELOPMENT
Developing 2D and 3D interactive games using DirectX or Python – Isometric and Tile Based Games, Puzzle games, Single Player games, Multi Player games.
 
TOTAL: 45 PERIODS

OUTCOMES:
Upon completion of the course, students will be able to
-> Discuss the concepts of Game design and development.
-> Design the processes, and use mechanics for game development.
-> Explain the Core architectures of Game Programming.
-> Use Game programming platforms, frame works and engines.
-> Create interactive Games.
 
TEXT BOOKS:
1. Mike Mc Shaffrfy and David Graham, “Game Coding Complete”, Fourth Edition, Cengage Learning, PTR, 2012.
2. Jason Gregory, “Game Engine Architecture”, CRC Press / A K Peters, 2009.
3. David H. Eberly, “3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics” 2 nd Editions, Morgan Kaufmann, 2006.
 
REFERENCES:
1. Ernest Adams and Andrew Rollings, “Fundamentals of Game Design”, 2 nd Edition Prentice Hall / New Riders, 2009.
2. Eric Lengyel, “Mathematics for 3D Game Programming and Computer Graphics”, 3 rd Edition, Course Technology PTR, 2011.
3. Jesse Schell, The Art of Game Design: A book of lenses, 1 st Edition, CRC Press, 2008.

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