Game Programming

  • Instructor: Elsa Nielsen
  • Lectures: 16
  • Students: 6428
  • Duration: 10 weeks

The very first video game was built entirely out of hardware, but rapid advancements in microprocessors have changed all that. These days, video games are played on versatile PCs and specialized video game consoles that use soft ware to make it possible to off er a tremendous variety of gaming experiences.
It’s been 50 years since those fi rst primitive games, but the industry is still considered by many to be immature. It may be young, but when you take a closer look, you will fi nd that things have been developing rapidly.

Video games are now a multibillion-dollar industry covering a wide range of demographics.
Video games come in all shapes and sizes, falling into categories or “genres” covering everything from solitaire to massively multiplayer online role-playing games, and these games are played on virtually anything with a microchip in it. These days, you can get games for your PC, your cell phone, as well as a number of diff erent specialized gaming consoles—both handheld and those that connect to your home TV. These specialized home consoles tend to represent the cutt ing edge of gaming technology, and the patt ern of these platforms being released in cycles has come to be called console “generations.”
The powerhouses of this latest generation are Microsoft ’s Xbox 360 and Sony’s PLAYSTATION 3, but the ever-present PC should never be overlooked, and the extremely popular Nintendo Wii represents something new this time around.

The recent explosion of downloadable and casual games has added even more complexity to the diverse world of commercial video games. Even so, big games are still big business. The incredible computing power available on today’s complicated platforms has made room for increased complexity in the soft ware. Naturally, all this advanced soft ware has to be created by someone, and that has driven up the size of development teams—not to mention development costs. As the industry matures, we’re always looking for better, more efficient ways to build our products, and development teams have begun
compensating for the increased complexity by taking advantage of things like reusable software and middleware.


With so many different styles of game on such a wide array of platforms, there cannot be any single ideal soft ware solution. However, certain patterns have developed, and there is a vast menu of potential solutions out there. The problem today is choosing the right solution to fi t the needs of the particular
project. Going deeper, a development team must consider all the diff erent aspects of a project and how they fit together. It is rare to find any one software package that perfectly suits every aspect of a new game design. Those of us who are now veterans of the industry found ourselves pioneering unknown territory. Few programmers of our generation have Computer Science degrees (Matt ’s is in Aeronautical Engineering, and Jason’s is in Systems Design Engineering), but these days many colleges are starting to
programs and degrees in video games. The students and developers of today need a good place to turn to for solid game-development information. For pure high-end graphics, there are a lot of sources of very good information from research to practical jewels of knowledge. However, these sources are often not directly applicable to production game environments or suffer from not having actual production-quality implementations. For the rest of game development, there are so-called beginner books that so gloss over the details and act as if they invented everything without giving references that they are just not useful or oft en even accurate. Then there are high-end specialty books for various niches like physics, collision, AI, etc. But these can be needlessly obtuse or too high level to be understood by all, or the piecemeal approach just doesn’t all fi t together. Many are even so directly tied to a particular piece of
technology as to become rapidly dated as the hardware and soft ware change. Then there is the Internet, which is an excellent supplementary tool for knowledge gathering. However, broken links, widely inaccurate data, and variable-to-poor quality oft en make it not useful at all unless you know exactly
what you are after.

Free Certification

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How can you get your certificate at Academy Europe?

  • You must click “complete” link at the end of every lesson of your course after you finish them.
  • When you finish all lessons of course, the “finish course” link is going to be active at the end of last lesson.
  • When you click the “finish course” link, you will finish your course on Academy Europe officially. Then, “certificate” page of you completed course will be automatically active.
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Samples: Horizantal Diploma – Horizantal Certificate – Vertical E-Certificate

Prerequisites

Before you start proceeding with this course on Academy Europe, we are assuming that you have a good aptitude and can think logically. You should want to try something different.

Ideal candidates for the course would typically possess:

– Discipline and attentiveness

– Ability to conduct research

– Ability to perform tasks with speed, efficiency, and accuracy

– Analytical judgment

– Patience to interpret technical/scientific data

– A willingness to learn, roll up your sleeves and work toward your dream!

– A computer, tablet or smartphone and an internet connection

– Basic computer skills

Audience

This course by Academy Europe aims at imparting quality education and training to students.

Academy Europe is dedicated to its students, their specific learning requirements, and their overall learning success.

This course is directed toward a student-centered, independent study, asynchronous learning approach.

After completing this course on Academy Europe, students will get self improvement  and promotion in their careers.

This course is based on at least two learning skills which are provided  to the users through audio & visuals, videos, verbal presentations and articles, all of which are asynchronized with distance education approach.

  • Content 0/1

  • Introduction 0/1

  • Tools of the Trade 0/1

  • Fundamentals of Software Engineering for Games 0/1

  • 3D Math for Games 0/1

  • Engine Support Systems 0/1

  • Resources and the File System 0/1

  • The Game Loop and Real-Time Simulation 0/1

  • Human Interface Devices (HID) 0/1

  • Tools for Debugging and Development 0/1

  • The Rendering Engine 0/1

  • Animation Systems 0/1

  • Collision and Rigid Body Dynamics 0/1

  • Introduction to Gameplay Systems 0/1

  • Runtime Gameplay Foundation Systems 0/1

  • Conclusion 0/1

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Elsa Nielsen is an artificial intelligence instructor and course content presenter at Academy Europe. She is an expert in instructional design and teaching. She supplements her knowledge in E-learning and Educational Technology by using AI and TTS elements.

Price

Free