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,
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,
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
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.
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