STEM Student's Guide: Learning to Code and Design Video Games
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Video Game Programming ITP 380 (4 Units) Fall 2017
Video Game Programming ITP 380 (4 Units) Fall 2017 Objective This course provides students with an in-depth introduction to technologies and techniques used in the game industry today. At semester’s end, students will have: 1. Gained an understanding of core game systems (incl. rendering, input, sound, and collision/physics) 2. Developed a strong understanding of essential mathematics for games 3. Written multiple functional games in C++ individually 4. Learned critical thinking skills required to continue further study in the field Concepts 3D math for games. C++. 3D graphics. Collision detection. Introduction to A.I. Implementing gameplay. Getting a job in the game industry. Prerequisites CSCI 104 or ITP 365x Instructor Sanjay Madhav Contact Students in the course should post their questions on Piazza. Email: [email protected] (Only for non-course questions or prospective students). Office Hours Tuesday, Wednesday, and Thursday 12-1:30PM in OHE 530H Time/Location Tuesday and Thursday, 5 – 6:50PM in OHE 540 Course Structure Each week, we have a lecture on Tuesday and a lab assignment assigned in class on Thursday. The first part of each lab assignment is due at the end of class on Thursdays, and the final submission is due the following Wednesday. There are two midterm exams and a final exam. All exams are cumulative. Textbook Game Programming Algorithms and Techniques. Sanjay Madhav. ISBN-10: 0321940156. (Amazon link) Grading The course is graded with the following weights: Lab Assignments (12 x 5%) 60% Midterm Exam I 12.5% Midterm Exam II 12.5% Final Exam 15% TOTAL POSSIBLE 100% Software Students will be able to setup their own PC and/or Mac computers for use in the class. -
Easing the Creation Process of Game for the Non
ISSN 2186-5647 −日本大学生産工学部第47回学術講演会講演概要(2014-12-6)− 2-85 Easing the Creation Process of Game for the Non-Programmers: An GUI Application for Teaching Art Students China University of Technology ○Leon Deng-Teng SHIH China University of Technology Ching-Yueh TSENG 1. Introduction learning task that meets their individual This paper evaluates the current needs. Game making has the potential to development of GUI Game Engine and play as a role of the powerful learning presents an overview of some of its environment, since it offers students application to merging game art design and practical opportunities to exercise multiple programming, especially in the teaching skills like level design, characters design, field. The implementation of GUI Game visual design, story telling to accomplish a Engine can help to transform the art complex digital creation. creations into interactive multimedia design, This study goes beyond the educational and this is crucial and attractive to art potential of playing games to consider the designer and students. A number of game benefit of making games in teaching engines have come up that can be used to environment. As the process of making facilitate efficient Human Computer games includes playing games to test the Interaction (HCI) and game development. outcome, therefore it can also be linked By expanding the user types and market with developing skills of problem solving, segmentation to non-programmer, GUI decision-making, cooperation, and art Game Engines achieve their business design. successes in game developer market. Developing a deeper understanding However, the application of GUI Game about the computing knowledge and being Engine is still lacking research work able to manipulate digital skills to create concerned with the connections among art graphics, animation, and games has design and game development. -
Platform for Educational Games Generation
FACULDADE DE ENGENHARIA DA UNIVERSIDADE DO PORTO Platform for Educational Games Generation André Gomes Barbosa Mestrado Integrado em Engenharia Informática e Computação Supervisor: Ana Cristina Ramada Paiva September 15, 2015 © André Gomes Barbosa, 2015 Platform for Educational Games Generation André Gomes Barbosa Mestrado Integrado em Engenharia Informática e Computação Approved in Public Examination by the Jury: President: João Carlos Pascoal Faria External examiner: João Miguel Fernandes Supervisor: Ana Cristina Ramada Paiva ____________________________________________________ September 15, 2015 Abstract The development of games for education is a growing area of research. Over the past few years, studies point out that the use of games as a supplement to traditional learning can be much more efficient and motivational than just using the traditional teaching method. These are called serious games. This work aims to improve a previous game developed to learn software testing, having the contents of the game are loaded from a XML file which would be separated from the game implementation. The game itself, iLearnTest, consists of several challenges which cover various themes regarding software testing learning. Since the content is saved to and loaded from a separate file from the game implementation, it becomes easier to create and edit new levels or even new games for diferent topics, simply by editing a XML file. This new approach turns iLearnTest into a framework rather than a game in the sense that it is possible to use the same game(s) as templates for the learning process of a variety of themes. Resumo O desenvolvimento de jogos para a educação é uma área de pesquisa em crescimento. -
Game Engines
Game Engines Good for Prototypes and kids Scratch http://scratch.mit.edu/ Alice http://www.alice.org/ Kodu http://www.kodugamelab.com/ Game Salad http://www.gamesalad.com/ Gamemaker Studio http://www.yoyogames.com/gamemaker/studio 3D Engines Unity 3D http://www.unity3d.com/ Unreal Engine http://www.unrealengine.com/udk/ Torque 3D http://www.garagegames.com/products/torque-3d Flash based Engines Push Button https://github.com/PushButtonLabs/PushButtonEngine Flixel http://flixel.org/ General programming resources Railsbridge Free workshops in Ruby and Rails for women and their friends http://workshops.railsbridge.org/ Skillcrush Daily email with intro to web and computer topics, tutorials soon. http://www.skillcrush.com/ Code Academy Javascript, html, css, ruby and python http://www.codecademy.com/ Hackity Hack Teaches ruby http://www.hackety.com/ Code Avengers Javascript, html/css http://www.codeavengers.com/ Udacity Online college level courses with an intro to computer science course http://www.udacity.com/ Coursea Online college level course in all sorts of subjects https://www.coursera.org/ Git Hub All sorts of code lives here! https://github.com Processing A simple yet powerful programming language for images, animation and interaction. Lots of great example code. http://www.processing.org/ Game Studios in Madison, WI Raven Software (Activision Blizzard) http://ravensoft.com/ Human Head http://www.humanhead.com/ Filament Games http://www.filamentgames.com/ PerBlue http://www.perblue.com/ Ronin Studios http://www.roninsc.com/ Three -
Introduction
Indie Game The Movie - Official Trailer - YouTube.flv 235 Free Indie Games in 10 Minutes - YouTube.flv Introduction Video Game Programming Spring 2012 Video Game Programming - A. Sharf 1 © Nintendo What is this course about? • Game design – Real world abstractions • Visuals • Interaction • Design iterations Video Game Programming - A. Sharf 2 © Nintendo What is this course about? • Gameplay mechanics • Rapid prototyping • Many examples • FUN ! Video Game Programming - A. Sharf 3 © Nintendo play mechanics are the foundation on which games are built… Playing with power www.1up.com/do/feature?cId=3151392 Video Game Programming - A. Sharf 4 © Nintendo Game mechanics=ideas • mechanics determine structure and rules: – how you win – how you lose – what to do to stay alive Video Game Programming - A. Sharf 5 © Nintendo • Basics - fundamental concepts that have become a part of many of today's games Video Game Programming - A. Sharf 6 © Nintendo Video Game Programming - A. Sharf 7 © Nintendo Video Game Programming - A. Sharf 8 © Nintendo Video Game Programming - A. Sharf 9 © Nintendo Video Game Programming - A. Sharf 10 © Nintendo • Handy features - ideas not absolutely essential to the design but enhance experience. Video Game Programming - A. Sharf 11 © Nintendo Video Game Programming - A. Sharf 12 © Nintendo Video Game Programming - A. Sharf 13 © Nintendo Video Game Programming - A. Sharf 14 © Nintendo Video Game Programming - A. Sharf 15 © Nintendo • Style - play mechanics that add an exciting touch of artistic flair to games Video Game Programming - A. Sharf 16 © Nintendo Video Game Programming - A. Sharf 17 © Nintendo Video Game Programming - A. Sharf 18 © Nintendo Video Game Programming - A. Sharf 19 © Nintendo Video Game Programming - A. -
Video Game Programming ITP 380 (4 Units) Fall 2018
Video Game Programming ITP 380 (4 Units) Fall 2018 Objective This course provides students with an in-depth introduction to technologies and techniques used in the game industry today. At semester’s end, students will have: 1. Gained an understanding of core game systems (incl. rendering, input, sound, and collision/physics) 2. Developed a strong understanding of essential mathematics for games 3. Written multiple functional games in C++ individually 4. Learned critical thinking skills required to continue further study in the field Concepts 3D math for games. C++. 3D graphics. Collision detection. Introduction to A.I. Implementing gameplay. Getting a job in the game industry. Prerequisites CSCI 104 or ITP 365x Instructor Sanjay Madhav Contact Students in the course should post their questions on Piazza. Email: [email protected] (Only for non-course questions or prospective students). Office Hours Monday and Wednesday, 4 – 6PM in OHE 530H or by appointment Time/Location Tuesday and Thursday, 5 – 6:50PM in OHE 540 Course Structure Most weeks, we have a lecture on Tuesday and a lab assignment assigned in class on Thursday. The first part of each lab assignment is due at the end of class on Thursdays, and the final submission is due the following Wednesday. There are two midterm exams and a final exam. All exams are cumulative. Textbook Madhav, Sanjay. Game Programming in C++. Students can read this book for free through the USC library website (here). Alternatively, students can purchase a copy of the book from Amazon or the USC bookstore. Grading The course is graded with the following weights: Lab Assignments (12 x 5%) 60% Midterm Exam I 12.5% Midterm Exam II 12.5% Final Exam 15% TOTAL POSSIBLE 100% Software Students will be able to setup their own PC and/or Mac computers for use in the class. -
GAME CAREER GUIDE July 2016 Breaking in the Easy(Ish) Way!
TOP FREE GAME TOOLS JULY 2016 GAME FROM GAME EXPO TO GAME JOB Indie intro to VR Brought to you by GRADUATE #2 PROGRAM JULY 2016 CONTENTS DEPARTMENTS 4 EDITOR’S NOTE IT'S ALL ABOUT TASTE! 96 FREE TOOLS FREE DEVELOPMENT TOOLS 2016 53 GAME SCHOOL DIRECTORY 104 ARRESTED DEVELOPMENT There are tons of options out there in terms INDIE DREAMIN' of viable game schools, and this list is just the starting point to get you acquainted with the schools near you (or far from you, if that’s what STUDENT POSTMORTEM you prefer!). 32 BEGLITCHED 72 VIRTUALLY DESIGNED NYU Game Center students Alec Thomson and Jennu Jiao Hsia discuss their IGF Award- VR has quickly moved from buzzword, to proto- winning match three game about insecurity type, to viable business. This guide will help you within computers, and within ourselves. get started in VR development, avoiding some common pitfalls. FEATURES 78 SOUNDS GOOD TO ME! 8 BREAKING IN THE EASY(ISH) WAY! Advice for making audio (with or without) How attending expos can land you a job. an audio specialist. 18 ZERO TO HERO Hey! You want to learn low poly modeling but 84 A SELLER’S MARKET don’t know where to start? Look no further! Marketing fundamentals for your first game. With this guide, we hope to provide a good introduction to not only the software, but 90 INTRO TO GAME ENGINES also the concepts and theory at play. A brief discussion of some of the newest and most popular DO YOU NEED A PUBLISHER? 34 game engines. -
Computer Science (COM S) 1
Computer Science (COM S) 1 COM S 105B: Short Course in Computer Programming: MATLAB COMPUTER SCIENCE (COM S) (2-0) Cr. 2. Any experimental courses offered by COM S can be found at: Prereq: Com S 104 registrar.iastate.edu/faculty-staff/courses/explistings/ (http:// 8-week course in programming using MATLAB. www.registrar.iastate.edu/faculty-staff/courses/explistings/) COM S 106: Introduction to Web Programming Courses primarily for undergraduates: (3-0) Cr. 3. F.S. Introduction to web programming basics. Fundamentals of developing COM S 101: Orientation web pages using a comprehensive web development life cycle. Learn Cr. R. F.S. to design and code practical real-world homepage programs and earn Introduction to the computer science discipline and code of ethics, Com adequate experience with current web design techniques such as HTML5 S courses, research and networking opportunities, procedures, policies, and cascading style sheets. Students also learn additional programming help and computing resources, extra-curricular activities offered by the languages including JavaScript, jQuery, PHP, SQL, and MySQL. Strategies Department of Computer Science and Iowa State University. Discussion for accessibility, usability and search engine optimization. No prior of issues relevant to student adjustment to college life. Offered on a computer programming experience necessary. satisfactory-fail basis only. Offered on a satisfactory-fail basis only. COM S 107: Windows Application Programming COM S 103: Computer Literacy and Applications (3-0) Cr. 3. F.S. Cr. 4. F.S.SS. Introduction to computer programming for non-majors using a language Introduction to computer literacy and applications. Literacy: Impact of such as the Visual Basic language. -
Promoting Computer Science with Video Games: Teaching Object-Oriented Programming Through Unity
Promoting Computer Science with Video Games: Teaching Object-Oriented Programming through Unity By Dylan Graves A Senior Project submitted In partial fulfillment of the requirement for the degree of Bachelor of Science in Computer Engineering Computer Engineering Department California Polytechnic State University San Luis Obispo, CA June 2015 Abstract: In recent years, the demand for people educated in computer science has continued to grow as the possible applications of software expand. For this reason, it is important to not only offer young adults the ability to learn computer science, but also to intrigue them with interesting and engaging applications of computer science. Organizations, such as the CollegeBoard and Exploring Computer Science, have been working to make computer science education more available and desirable to younger audiences. This project contributes to these goals by creating and implementing a curriculum for teaching object-oriented programming to high school students through video game programming. Students were taught how to use a third-party game engine called Unity to create complex 3D games. The curriculum was designed to provide students with a basic understanding of the tools and concepts they needed to make a game, and provided students with several hours of learning time to create their own games. This course was taught at San Luis Obispo High School to a group of 20 students. A survey was taken by 14 of the 20 students before and after the course. This survey revealed that half of the students who did not understand objects in programming before the course did understand objects after the course. -
Faculteit Bedrijf En Organisatie Unity 5 Versus
Faculteit Bedrijf en Organisatie Unity 5 versus Unreal Engine 4: Artificiële intelligentie van 3D vijanden voor een HTML5 project Matthias Caryn Scriptie voorgedragen tot het bekomen van de graad van Bachelor in de toegepaste informatica Promotor: Joeri Van Herreweghe Co-promotor: Steven Delrue Academiejaar: 2015-2016 Derde examenperiode Faculteit Bedrijf en Organisatie Unity 5 versus Unreal Engine 4: Artificiële intelligentie van 3D vijanden voor een HTML5 project Matthias Caryn Scriptie voorgedragen tot het bekomen van de graad van Bachelor in de toegepaste informatica Promotor: Joeri Van Herreweghe Co-promotor: Steven Delrue Academiejaar: 2015-2016 Derde examenperiode Samenvatting Rusty Bolt is een Belgische indie studio. Deze studio wilt een nieuw project starten voor een 3D spel in een HyperText Markup Language 5 (HTML5) browser die intensief gebruik zal maken van artificiële intelligentie (AI) en Web Graphics Library (WebGL). Na onderzoek via een requirements-analyse van verschillende mogelijkheden van game engines komen we terecht bij twee opties namelijk Unity 5, die Rusty Bolt al reeds gebruikt, of de Unreal Engine 4, wat voor hen onbekend terrein is. Qua features zijn ze enorm verschillend, maar ze voldoen elk niet aan één voorwaarde die Rusty Bolt verwacht van een game engine. Zo biedt Unity Technologies wel een mogelijkheid om software te bouwen in de cloud. De broncode van Unity wordt niet openbaar gesteld, tenzij men er extra voor betaalt. Deze game engine is dus niet volledig open source in tegenstelling tot Unreal Engine 4. We vergelijken dan verder ook deze twee engines, namelijk Unity 5 en Unreal Engine 4. We tonen aan dat deze engines visueel verschillen van features, maar ook een andere implementatie van de AI hanteren. -
Build Your Own X
Build Your Own x Github BuildImage not found or type unknownyour own X Table of contents 3D Renderer Blockchain / Cryptocurrency Bot Database Docker Emulator Front-end Framework / Library Game Git Network Stack Neural Network Operating System Physics Engine Programming Language Regex Engine Search Engine Shell Template Engine Web Search Engine Web Server Uncategorized Tutorials Build your own 3D Renderer C++: Introduction to Ray Tracing: a Simple Method for Creating 3D Images C++: How OpenGL works: software rendering in 500 lines of code C++: Raycasting engine of Wolfenstein 3D C# / TypeScript / JavaScript: Learning how to write a 3D soft engine from scratch in C#, TypeScript or JavaScript Java / JavaScript: Build your own 3D renderer Java: How to create your own simple 3D render engine in pure Java Build your own Blockchain / Cryptocurrency ATS: Functional Blockchain Ethereum: From “What is Blockchain?” to building a blockchain in less than an hour Go: Building Blockchain in Go Go: Code your own blockchain in less than 200 lines of Go Haskell: A simple cryptocurrency implementation, written to illustrate the basic components of a Proof-of-Work based public distributed ledger Java: Creating Your First Blockchain with Java JavaScript: A cryptocurrency implementation in less than 1500 lines of code JavaScript: Build your own Blockchain in JavaScript JavaScript: Learn & Build a JavaScript Blockchain JavaScript: Creating a blockchain with JavaScript [video] JavaScript: How To Launch Your Own Production-Ready Cryptocurrency Python: Learn Blockchains -
Simulation and Game Design Technology Mississippi Curriculum Framework
Simulation and Game Design Technology Mississippi Curriculum Framework Program CIP: 50.0411–Simulation and Animation Design Program CIP 11.0804 Modeling, Virtual Environments and Simulation (Simulation and Game Design Technology) September 2019 Published by: Mississippi Community College Board Division of Workforce, Career, and Technical Education 3825 Ridgewood Road Jackson, MS 39211 Phone: 601‐432‐6155 1 Email: [email protected] FACULTY WRITING TEAM MEMBERS Kathy Boyte, Hinds Community College – Rankin Campus Kenneth Boyte, Hinds Community College – Rankin Campus Monica Washington, Hinds Community College‐Rankin Campus ADMINISTRATOR WRITING TEAM MEMBERS Sherry Franklin, Dean, Vice President Utica Campus and Administrative Services, District Dean of Career and Technical Education Dr. Robin Parker, Dean, Career/Technical Education, District Dean of Community and Economic Development, Hinds Community College‐Pearl John Shows, Associate Vice President, Mississippi Gulf Coast Community College BUSINESS AND INDUSTRY WRITING TEAM MEMBERS Jeffry Herzog, Software Engineer, Mississippi Lottery Commission Josiah Jordan, CTO, Lobaki Amber Coeur, COO, Lobaki OFFICE OF CURRICULUM AND INSTRUCTION TEAM MEMBERS Dr. Scott Kolle, Ph.D., Director, Curriculum, Instruction and Assessment LaToya Sterling, Ph.D, Curriculum Specialist, Office of Curriculum and Instruction, Mississippi Community College Board Sheriece Robinson, Ed.D., Curriculum Specialist, Office of Curriculum and Instruction, Mississippi Community College Board The Office of Curriculum and Instruction (OCI) was founded in 2013 under the Division of Workforce, Career, and Technical Education at the Mississippi Community College Board (MCCB). The office is funded through a partnership with The Mississippi Department of Education (MDE), who serves as Mississippi’s fiscal agent for state and federal Career and Technical Education (CTE) Funds.