TEXTILE AND FASHION DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
COP4454 | Introduction to Game Development with CryEngine | Spring | 3 | 0 | 3 | 6 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | English |
Type of course: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Dr. Öğr. Üyesi CEMAL OKAN ŞAKAR |
Course Lecturer(s): |
Dr. Öğr. Üyesi GÜVEN ÇATAK |
Course Objectives: | This hands-on course teaches students the technical elements that make a video game and how to use CRYENGINE to implement them. |
The students who have succeeded in this course; 1. Illustrate an understanding of the concepts behind game programming techniques. 2. Implement game programming techniques to solve game development tasks. 3. Build familiarity and appreciation of the programmatic components of an industry standard game development engine. |
This course is intended for 4th-year Computer and Software Engineering students. This subject introduces the fundamentals of programming 3D games in CRYENGINE. This subject aims to build student familiarity with the API library of CRYENGINE as well as give students an appreciation of the technology and algorithms that form those engines. |
Week | Subject | Related Preparation |
1) | Installing Cryengine, Overview of Cryengine, Creating, Saving, Loading Projects | |
2) | Introduction to CryEngine DLLs, Explanation of the Flowgraph system and Flowgraph Editor, Simple Scripting with Flow Graph | |
3) | Basic creation of a Flownode in C++, Explanation of the Entity system, Creation of a new type of Entity | |
4) | Explanation of the GameFramework, Controlling Entity game state via the GameFramework event listeners | |
5) | Adding Enemies, Gameplay Triggers & Callbacks | |
6) | Physics & Collisions, Using RNG | |
7) | Detecting the Win Condition, Adjusting Game Menu, Input Methods | |
8) | Using Particles, Playing Sounds, Feature testing with Cvars | |
9) | Handling Complex 3D Objects, Animation Tools | |
10) | Camera Control, Extending the menu through Flow graph | |
11) | Cleaning up the Project, Creating a Game Build | |
12) | Advanced AI Concepts | |
13) | Materials and Shaders | |
14) | VR – Best Practices and Optimisation, VR – API Concepts |
Course Notes / Textbooks: | CryENGINE Game Programming with C++, C#, and Lua, ISBN-10: 1849695903 |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 3 | % 30 |
Project | 1 | % 30 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 30 | |
PERCENTAGE OF FINAL WORK | % 70 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Project | 1 | 25 | 25 |
Homework Assignments | 3 | 15 | 45 |
Final | 1 | 30 | 30 |
Total Workload | 142 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution |