Game Technology Lecture

Game Technology is a computer science lecture in the field of Human Computer Systems.

To enroll for the lecture please sign in with TUCaN.

The course number is 20-00-0772-iv Game Technology.

Overview

  • Language: German
  • Teaching form: lecture & excercises
  • Exercises: Theoretical questions and practical programming exercises
  • Bonus: A bonus for the lecture can be achieved; Details will be announced during the first lecture
  • Lecturers: Dipl.-Inf. Robert Konrad, M.Sc Polona Caserman
  • Exam: written
  • Course cycle: winter term
  • Weekly hours: 4 (2 Lecture + 2 Exercise)
  • Credit points: 6
  • TUCaN-ID: 20-00-0772 Game Technology

Lecture dates in WS 2017/18

The lecture will take place on the following dates:

DateStartEndRoom
Tu, 17. Okt. 201713:3017:00S214/024
Tu, 24. Okt. 201713:3017:00S214/024
Tu, 7. Nov. 201713:3017:00S214/024
Tu, 14. Nov. 201713:3017:00S214/024
Tu, 21. Nov. 201713:3017:00S214/024
Tu, 28. Nov. 201713:3017:00S214/024
Tu, 5. Dez. 201713:3017:00S214/024
Tu, 12. Dez. 201713:3017:00S214/024
Tu, 19. Dez. 201713:3017:00S214/024
Tu, 9. Jan. 201813:3017:00S214/024
Tu, 16. Jan. 201813:3017:00S214/024
Tu, 23. Jan. 201813:3017:00S214/024
Tu, 30. Jan. 201813:3017:00S214/024
Tu, 6. Feb. 201813:3017:00S214/024

Note: Attendance is not required. The lectures were recorded in the last semester and are available online. 

Exercises, feedback and consultation hours will be handled during the lecture as well as online.

The current material for the lecture can be found at: http://wiki.ktxsoftware.com/

Content

Introduction to the technological foundations of modern video-games. The individual topics include:

 

  • Hard- and Software-Architecture of Modern Game Systems
  • Time Management in Milliseconds
  • Asset Loading and Compression
  • Physically Based Realtime Rendering and Animations
  • Handling of Large Game Scenes
  • Audio Simulation and Mixing
  • Constraint-Based Physics Simulation
  • Artificial Intelligence for Games
  • Multiplayer-Networking
  • Procedural Content Creation
  • Integration of Scripting Languages
  • Optimization and parallelization of CPU and GPU Code

 

 

The exercises are comprised of theoretical and practical parts. In the exercises a complete game-engine is implemented using C/C++ and GLSL.

Prerequisites

  • Keen interest to explore challenging topics on game technologies!
  • Programming Skills (C++ will be taught, but prior knowledge is beneficial)

Further Reading on Serious Games

For further readings about Serious Games at KOM and TUD we recommend:

Contact:
if you have any question concerning schedule, lecture topics or exam that is not answered on this websites do not hesitate to contact us via email to

game-technology(at)kom.tu-darmstadt.de
We will try to assist you as fast as possible.