- Course Description
This course presents game implementation techniques and engine architecture. Students will investigate foundational concepts of game
architecture, such as game-system component separation and game flow, while learning about essential elements such as the game state manager, input/output handler, and frame rate controller. CS 230 introduces Windows programming, state machines, and collision detection algorithms, which students will integrate into their own remakes of classic games. As part of their implementation, students will create and expand their own collision, vector, and matrix libraries, enabling them to incorporate basic physics engines. Students will survey concepts in space partitioning, particle systems,
map editors, and other elements as a bridge to more advanced concepts
in implementation techniques and engine architecture.
- Course Objectives
Learn foundations of simulations and game programming
Ability to design and implement a simple 2D engine with the following concepts:
Logging
Frame Rates
Sprites and Animation
Physics
2D Camera & Game Object Transformations
Bitmap Fonts
Collision
AI (Not ChatGPT)
Component-Based Game Architecture
Design Patterns
Continually learn more complex C/C++ techniques
Create 2 basic games and 1 cool game that you design, yourself 😎
- Teachnig Method
We’re all human. This means that we all have imperfections and go through our own troubles. If you are going through problems, if you believe that your grades do not accurately reflect the work you’ve put in, or you think there was a mistake, I’m open to hearing you out as long as you are kind. I can offer an explanation for the grading, as well as feedback on how to improve in the future. Oftentimes, it just takes seeing things from a different perspective or better planning to avoid common pitfalls.
- Textbook
- Assessment
- Requiments
GAM150, CS120
- Practical application of the course
Create your own game engine, continually updating it each week with new and exciting features.
- Reference