ECTS - Computer Games and Simulation

Computer Games and Simulation (CMPE376) Course Detail

Course Name Course Code Season Lecture Hours Application Hours Lab Hours Credit ECTS
Computer Games and Simulation CMPE376 Area Elective 2 2 0 3 5
Pre-requisite Course(s)
N/A
Course Language English
Course Type Elective Courses
Course Level Natural & Applied Sciences Master's Degree
Mode of Delivery Face To Face
Learning and Teaching Strategies Lecture.
Course Coordinator
Course Lecturer(s)
Course Assistants
Course Objectives The objective of this course is the design and implementation of interactive, rapidly executable and visually attractive game development.
Course Learning Outcomes The students who succeeded in this course;
  • Design and implement computer games
  • Discuss related concepts of computer science such as simulation, artificial intelligence, and human computer interaction
  • Explore game theory for the development of computer games
  • Apply the basic principles of usability in the field of human computer interaction
  • Apply knowledge of related concepts of computer science and basic sciences (physics, mathematics etc.) to computer games
Course Content History of games and current trends in games, the main concepts on game design and development, evaluating commercial games; main game design issues; creating simulations; using artificial intelligence in games; using physics and mathematics in games; main computer graphics concepts used in games; human computer interaction concepts for developing

Weekly Subjects and Releated Preparation Studies

Week Subjects Preparation
1 History of games and current trends in games Other Sources: 4
2 Main concepts on game design and development Chapter 19 (main text)
3 Evaluating commercial games Other Sources: 1 Chapter 4
4 Main game design issues Chapter 15, 16, 17
5 Creating simulations Other Sources: 3 Chapter 1-3
6 Using artificial intelligence in games Other Sources: 8
7 Using physics and mathematics in games Chapter 7
8 Main computer graphics concepts used in games Other Sources: 3 Chapter 6-8
9 Human Computer Interaction concepts for developing a game Other Sources: 1 Chapter 6
10 Game Engines and game development Other Sources: 5,6,8,9
11 Animations Chapter 6
12 Algorithms and techniques used in games Chapter 8
13 Algorithms and techniques used in games Chapter 9
14 Algorithms and techniques used in games Chapter 11

Sources

Course Book 1. Software Engineering and Computer Games, Rudy Rucker, Addison Wesley, Pearson Education, 2003.
Other Sources 2. Game Design Perspectives François Dominic Laramee, Charles River Media, 2002.
3. Game Architecture and Design, Andrew Rollings, Dave Morris. Coriolis, 2000.
4. 3D Games, real-time rendering and software technology, Watt, A., Policarpo, F., Addison Wisley, 2001.
5. http://historicgames.com/gamestimeline.html
6. http://nehe.gamedev.net/
7. http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node1.html
10. Rouse III, R. (2010). Game design: Theory and practice. Jones & Bartlett Learning.
11. https://unity3d.com/
12. http://en.wikipedia.org/wiki/List_of_game_engines
13. AI for game developers, Bourg, D., Seemann, G. OReilly, 2004

Evaluation System

Requirements Number Percentage of Grade
Attendance/Participation - -
Laboratory 1 20
Application - -
Field Work - -
Special Course Internship - -
Quizzes/Studio Critics - -
Homework Assignments 2 10
Presentation - -
Project 1 30
Report - -
Seminar - -
Midterms Exams/Midterms Jury 1 20
Final Exam/Final Jury 1 20
Toplam 6 100
Percentage of Semester Work 65
Percentage of Final Work 35
Total 100

Course Category

Core Courses X
Major Area Courses
Supportive Courses
Media and Managment Skills Courses
Transferable Skill Courses

The Relation Between Course Learning Competencies and Program Qualifications

# Program Qualifications / Competencies Level of Contribution
1 2 3 4 5
1 An ability to apply advanced knowledge of computing and/or informatics to solve software engineering problems.
2 Develop solutions using different technologies, software architectures and life-cycle approaches.
3 An ability to design, implement and evaluate a software system, component, process or program by using modern techniques and engineering tools required for software engineering practices. X
4 An ability to gather/acquire, analyze, interpret data and make decisions to understand software requirements. X
5 Skills of effective oral and written communication and critical thinking about a wide range of issues arising in the context of working constructively on software projects.
6 An ability to access information in order to follow recent developments in science and technology and to perform scientific research or implement a project in the software engineering domain. X
7 An understanding of professional, legal, ethical and social issues and responsibilities related to Software Engineering.
8 Skills in project and risk management, awareness about importance of entrepreneurship, innovation and long-term development, and recognition of international standards of excellence for software engineering practices standards and methodologies.
9 An understanding about the impact of Software Engineering solutions in a global, environmental, societal and legal context while making decisions.
10 Promote the development, adoption and sustained use of standards of excellence for software engineering practices.

ECTS/Workload Table

Activities Number Duration (Hours) Total Workload
Course Hours (Including Exam Week: 16 x Total Hours) 16 2 32
Laboratory 1 15 15
Application
Special Course Internship
Field Work
Study Hours Out of Class 16 2 32
Presentation/Seminar Prepration
Project 1 10 10
Report
Homework Assignments 2 5 10
Quizzes/Studio Critics
Prepration of Midterm Exams/Midterm Jury 1 10 10
Prepration of Final Exams/Final Jury 1 15 15
Total Workload 124