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 |
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Computer Games and Simulation | CMPE376 | Area Elective | 2 | 2 | 0 | 3 | 5 |
Pre-requisite Course(s) |
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N/A |
Course Language | English |
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Course Type | Elective Courses |
Course Level | Natural & Applied Sciences Master's Degree |
Mode of Delivery | Face To Face |
Learning and Teaching Strategies | Lecture. |
Course Lecturer(s) |
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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;
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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 |
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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. |
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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 |
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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 |
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Percentage of Final Work | 35 |
Total | 100 |
Course Category
Core Courses | X |
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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 | ||||
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1 | 2 | 3 | 4 | 5 | ||
1 | An ability to apply advanced knowledge of computing and/or informatics to solve software engineering problems. | X | ||||
2 | Develop solutions using different technologies, software architectures and life-cycle approaches. | X | ||||
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. | |||||
4 | An ability to gather/acquire, analyze, interpret data and make decisions to understand software requirements. | |||||
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. | |||||
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 |
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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 |