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 | Technical Elective Courses |
| Course Level | Bachelor’s Degree (First Cycle) |
| Mode of Delivery | Face To Face |
| Learning and Teaching Strategies | Lecture. |
| Course Lecturer(s) |
|
| 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;
|
| 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 | |
|---|---|
| Major Area Courses | |
| Supportive Courses | X |
| 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 | Gains adequate knowledge in mathematics, science, and subjects specific to the software engineering discipline; acquires the ability to apply theoretical and practical knowledge of these areas to complex engineering problems. | X | ||||
| 2 | Gains the ability to identify, define, formulate, and solve complex engineering problems; selects and applies proper analysis and modeling techniques for this purpose. | X | ||||
| 3 | Develops the ability to design a complex system, process, device, or product under realistic constraints and conditions to meet specific requirements; applies modern design methods for this purpose. | X | ||||
| 4 | Demonstrates the ability to select, and utilize modern techniques and tools essential for the analysis and determination of complex problems in software engineering applications; uses information technologies effectively. | X | ||||
| 5 | Develops the ability to design experiments, gather data, analyze, and interpret results for the investigation of complex engineering problems or research topics specific to the software engineering discipline. | |||||
| 6 | Demonstrates the ability to work effectively both individually and in disciplinary and interdisciplinary teams in fields related to software engineering. | X | ||||
| 7 | Demonstrates the ability to communicate effectively in Turkish, both orally and in writing; to write effective reports and understand written reports, to prepare design and production reports, to deliver effective presentations, and to give and receive clear and understandable instructions. | |||||
| 8 | Gains knowledge of at least one foreign language; acquires the ability to write effective reports and understand written reports, prepare design and production reports, deliver effective presentations, and give and receive clear and understandable instructions. | |||||
| 9 | Acquires an awareness of the necessity of lifelong learning; the ability to access information, follow developments in science and technology, and continuously improve oneself. | |||||
| 10 | Acts in accordance with ethical principles and possesses knowledge of professional and ethical responsibilities. | |||||
| 11 | Knows the standards used in software engineering practices. | |||||
| 12 | Knows about business practices such as project management, risk management and change management. | |||||
| 13 | Gains awareness about entrepreneurship and innovation. | |||||
| 14 | Gains knowledge on sustainable development. | |||||
| 15 | Has knowledge about the universal and societal impacts of software engineering practices on health, environment, and safety, as well as the contemporary issues reflected in the field of engineering. | |||||
| 16 | Acquires awareness of the legal consequences of engineering solutions. | |||||
| 17 | Applies knowledge and skills in identifying user needs, developing user-focused solutions and improving user experience. | X | ||||
| 18 | Gains the ability to apply engineering approaches in the development of software systems by carrying out analysis, design, implementation, verification, validation, and maintenance processes. | X | ||||
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 | ||
