MATHEMATICS (TURKISH, PHD) | |||||
PhD | TR-NQF-HE: Level 8 | QF-EHEA: Third Cycle | EQF-LLL: Level 8 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
GAD2006 | Advanced Game Programming | Fall | 2 | 2 | 3 | 5 |
The course opens with the approval of the Department at the beginning of each semester |
Language of instruction: | En |
Type of course: | Departmental Elective |
Course Level: | |
Mode of Delivery: | Face to face |
Course Coordinator : | Instructor GALİP KARTOĞLU |
Course Objectives: | The main objective of this course is to provide the students with a deeper understanding of game programming/development concepts using Unreal Engine 4 – an industry-leading professional development tool/editor for creating interactive experiences and/or enterprise fields of real-time training simulation, visualization, and media/entertainment-. |
The students who have succeeded in this course; By the end of this course, each student should: 1.Have a comprehensive understanding of the game programming concepts such as object-oriented approach, complex data structures, and commonly used algorithms. 2.Get a better understanding at usage of the engine and its components. 3.Get a better competency with the editor. 4.Learn further how the engine works and how it works to help make one's project run efficiently. 5.Learn about the tools and strategies to solve issues and debug errors. |
This course contains both theoretical and practical applications on game development. There will be a final project in which students are required to build a game of their own with the points taught during the classes. The fundamental aspects of Unreal Engine 4 which were explained in previous Game Development I/II courses will be further explained and get more detailed with every lecture. Students will be expected to complete assigned projects to demonstrate and develop their skills with blueprints and assisted C++. |
Week | Subject | Related Preparation | |
1) | Introduction & Scripting Recap | ||
2) | Introduction to Native Programming | Labwork #1 | |
3) | Actor Coding Basics with Assisted C++ | Labwork #2 | |
4) | Content Pipelines & Animation Blueprints | Labwork #3 | |
5) | Breakdown of a Game Prototype | Assignment #1 introduced - Labwork #4 | |
6) | Developing AI in UE Part #1 | Labwork #5 | |
7) | Developing AI in UE Part #2 | Assignment #2 introduced - Labwork #6 | |
8) | Introduction to Physics | Labwork #7 | |
9) | Multiplayer Part #1 | Labwork #8 | |
10) | Multiplayer Part #2 | SVN setup - Labwork #9 | |
11) | UMG | Final Project Interview #1 | |
12) | Optimization and Debugging | Final Project Interview #2 | |
13) | Packaging and Releasing | Final Project Interview #3 | |
14) | Final Project Evaluation |
Course Notes: | Unreal Engine Instructor Guide |
References: | Real-time Rendering (Tomas Akenine-Mo¨ller, Eric Haines, Naty Hoffman) Mathematics for 3D Game Programming and Computer Graphics (Eric Lengyel) |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | % 0 | |
Laboratory | 9 | % 30 |
Application | % 0 | |
Field Work | % 0 | |
Special Course Internship (Work Placement) | % 0 | |
Quizzes | % 0 | |
Homework Assignments | % 0 | |
Presentation | % 0 | |
Project | % 0 | |
Seminar | % 0 | |
Midterms | 2 | % 30 |
Preliminary Jury | % 0 | |
Final | 1 | % 40 |
Paper Submission | % 0 | |
Jury | % 0 | |
Bütünleme | % 0 | |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 0 | 0 | 0 |
Laboratory | 0 | 0 | 0 |
Application | 0 | 0 | 0 |
Special Course Internship (Work Placement) | 0 | 0 | 0 |
Field Work | 0 | 0 | 0 |
Study Hours Out of Class | 8 | 6 | 48 |
Presentations / Seminar | 0 | 0 | 0 |
Project | 0 | 0 | 0 |
Homework Assignments | 0 | 0 | 0 |
Quizzes | 0 | 0 | 0 |
Preliminary Jury | 0 | 0 | 0 |
Midterms | 0 | 0 | 0 |
Paper Submission | 0 | 0 | 0 |
Jury | 0 | 0 | 0 |
Final | 0 | 0 | 0 |
Total Workload | 48 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution |