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Game Engine Architecture

Utbildningsinformation från den publicerade källan. Utbildningen och dess tidsbundna tillfällen hålls åtskilda.

Utbildningsfakta

Kod: DIT572

The design and implementation of the fundamental components of a game engine is the core of the Game Engine Architecture course. The course focuses mainly upon 2-dimensional games although other types of game engines are discussed, and students wishing to explore 3D game engines can do so as part of the assignment. During the course we will develop an example game engine which includes several of the key aspects of professional game engine systems. The course will cover timing regulation, game object architecture, collision action, collision responses, and some simple physics. It will also discuss relevant design decisions and design patterns. It is not expected during this course that you will develop a feasible competitor for what is on the market. Rather, the process of building a game engine is intended to be illuminating when developing games in more robust engines.

Behörighet

To be eligible for this course, students must have either: successfully completed the course Computer Graphics, 7.5 credits, or equivalent, or have 15 credits of programming experience, of which 7.5 of those credits should be in an object-oriented context. Applicants must prove knowledge of English: English 6/English B or the equivalent level of an internationally recognized test, for example TOEFL, IELTS.

Utbildningstillfällen

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Publiceringsversion: 8e217193-f5fa-4778-b085-a4521fd03e8d

Kontrollsumma: 1b0dc54c0fc8a359f83ba9dc8f9d468479ce432de4c03bce3b8b33dd67fe3f6c

Senast ändrad enligt källan: 2024-09-11T12:30:33