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Hochschule der Medien


113521a Game Engine Programming

Zuletzt geändert:19.03.2020 / von Carlsburg
Studiengänge: Medieninformatik (Bachelor, 7 Semester), Prüfungsleistung im Modul Game Engine Programming in Semester 3 4 6 7
Häufigkeit: nur WS
Studienübergreifendes Angebot - Minors, Prüfungsleistung im Modul Game Engine Programming in Semester 1
Häufigkeit: nur WS
Sprache: Deutsch und Englisch
Art: V, P
Umfang: 4 SWS
ECTS-Punkte: 6
Bemerkung zur Veranstaltung: Unterrichtssprache Deutsch und Englisch
Beschreibung: Basics
  • C++ for Java Programmers
  • Engine Framework
  • Reference Counting
  • Container Classes
Core Systems
  • Memory Management
  • Memory Tracking
  • Game Loop
  • Math for Games
  • In-game Camera
  • Resource Management
Advanced Topics
  • Multithreading
  • Multithreaded Jobs
  • Audio Programming using FMOD
English Title: Game Engine Programming
English Abstract: Students learn how to implement a flexible and reusable game engine from scratch using C++14 and the Windows 10 SDK.
The architectural aspects, as well as the theory behind the most important core engine systems, are covered in great detail. Special emphasis is put on Engine Support Systems, Memory Management, Time Measurement, Math, Resource Management and Multi-Core Architectures.
Another major aspect of the course is how common Software Design Patterns like Singleton, Factory, Facade, Iterator, Extractor, and others can be utilized in practical software development, to ensure both flexibility and high run-time performance.
The students also get the chance to apply their knowledge in numerous practical exercises. Each implemented component will be evaluated through unit tests to ensure proper functionality. If executed well, the individual exercise modules can be combined to build a complete game engine.

Learning goals:

  • Design of effective and reusable software architectures.
  • Detailed knowledge of game engine subsystems and their inter-dependencies.
  • Implementation of high-performance real-time software systems.
  • Utilization of the computing capacity of modern multi-core architectures.
Literatur: Mike McShaffry, David Graham, Game Coding Complete, Course Technology, 2012, ISBN 978-1133776574

Jason Gregory, Game Engine Architecture, Third Edition, Taylor & Francis Ltd., 2018, ISBN 978-1138035454

Robert Nystrom, Game Programming Patterns, Genever Benning, 2014, ISBN 978-0990582908

Andrei Alexandrescu, Modern C++ Design, Generic Programming and Design Patterns Applied, Addison-Wesley Longman, Amsterdam, 2001, ISBN 978-0201704310

Erich Gamma, Richard Helm, Ralph E. Johnson, Design Patterns. Elements of Reusable Object-Oriented Software, Addison-Wesley Longman, Amsterdam, 1994, ISBN 978-0201633610

Weitere Literatur finden Sie in der HdM-Bibliothek.

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