Thursday, 12 July 2018

GRAPHICS FOR GAME PROGRAMMING


UNIT I 3D GRAPHICS FOR GAME PROGRAMMING 9

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 9


Game engine architecture, 
Resources and File systems, 
Game loop and real-time simulation, 
Human Interface devices, 
Collision and rigid body dynamics, 
Game profiling.

UNIT III GAME PROGRAMMING 9


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 9


2D and 3D Game development using Flash, DirectX, Java, Python, Game engines - DX Studio, Unity


UNIT V GAME DEVELOPMENT 9


Developing 2D and 3D interactive games using DirectX or Python – Isometric and Tile Based Games, Puzzle games, Single Player games, and Multi Player games


·         Mike Mc Shaffrfy and David Graham, “Game Coding Complete”, Fourth Edition, Cengage Learning, PTR, 2012.
·         Jason Gregory, “Game Engine Architecture”, CRC Press / A K Peters, 2009.
·         David H. Eberly, “3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics” 2nd Editions, Morgan Kaufmann, 2006.
REFERENCES:
·         Ernest Adams and Andrew Rollings, “Fundamentals of Game Design”, 2nd Edition Prentice Hall / New Riders, 2009.
·         Eric Lengyel, “Mathematics for 3D Game Programming and Computer Graphics”, 3rd Edition, Course Technology PTR, 2011.
·         Jesse Schell, The Art of Game Design: A book of lenses, 1st Edition, CRC Press, 2008.


Wednesday, 11 July 2018

CS6006 Game Programming

UNIT I 3D GRAPHICS FOR GAME PROGRAMMING 9

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 9


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 9


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 9


2D and 3D Game development using Flash, DirectX, Java, Python, Game engines - DX Studio, Unity


UNIT V GAME DEVELOPMENT 9


Developing 2D and 3D interactive games using DirectX or Python – Isometric and Tile Based Games, Puzzle games, Single Player games, and Multi Player games
·         Mike Mc Shaffrfy and David Graham, “Game Coding Complete”, Fourth Edition, Cengage Learning, PTR, 2012.
·         Jason Gregory, “Game Engine Architecture”, CRC Press / A K Peters, 2009.
·         David H. Eberly, “3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics” 2nd Editions, Morgan Kaufmann, 2006.
REFERENCES:
·         Ernest Adams and Andrew Rollings, “Fundamentals of Game Design”, 2nd Edition Prentice Hall / New Riders, 2009.
·         Eric Lengyel, “Mathematics for 3D Game Programming and Computer Graphics”, 3rd Edition, Course Technology PTR, 2011.
·         Jesse Schell, The Art of Game Design: A book of lenses, 1st Edition, CRC Press, 2008.


CCS 365 Software Defined Network Lab Manual

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