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Veranstaltungsbeschreibung

113521a Game Engine Programming

Zuletzt geändert:15.03.2024 / Radicke
EDV-Nr:113521a
Studiengänge: Medieninformatik (Bachelor, 7 Semester), Prüfungsleistung im Modul Game Engine Programming in Semester 3 4 6 7
Häufigkeit: nur SS
Studienübergreifendes Angebot - Minors, Prüfungsleistung im Modul Game Engine Programming in Semester 1
Häufigkeit: nur SS
Dozent: Prof. Dr. Stefan Radicke
Link zur Veranstaltung / zum E-Learning-Kurs:
Sprache: Deutsch und Englisch
Art: V, P
Umfang: 4 SWS
ECTS-Punkte: 6
Prüfungsform:
Bemerkung zur Veranstaltung: Unterrichtssprache Deutsch und Englisch Teilnehmerbeschränkung
Beschreibung: See GitLab Pages link above.
English Title: Game Engine Programming
English Abstract: Students learn about the architecture and inner workings of modern game engines. The open source Godot engine in particular is utilized as a test- and learning platform. An emphasis is put on the extension, tweaking, and modification of the engine using modern C++.
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, Scripting Languages, Memory Management, Time Measurement, Resource Management and Multi-Core Architectures.
The students also get the chance to apply their knowledge in three "mini projects", which are implemented in the context of the Godot engine. Automated unit tests are used to ensure proper functionality.

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.
  • Ability to modify existing game engines for optimization- or special purposes.
Literatur:
  • Jason Gregory, Game Engine Architecture, 3rd Edition, CRC Press, 2018, ISBN 978-1138035454
  • J. Guy Davidson, Kate Gregory, Beautiful C++: 30 Core Guidelines for Writing Clean, Safe, and Fast Code, Addison Wesley, 2021, ISBN 978-0137647842
  • Robert Nystrom, Game Programming Patterns, Genever Benning, 2014, ISBN 978-0990582908, [available online]
  • Mike McShaffry, David Graham, Game Coding Complete, 4th Edition, Cengage Learning Emea, 2012, ISBN 978-1133776574
  • Tomas Akenine-Moller, Eric Haines, Naty Hoffman, Real-Time Rendering, 4th Edition, Taylor & Francis, 2018, ISBN 978-1138627000
  • Andrei Alexandrescu, Modern C++ Design, Generic Programming and Design Patterns Applied, Addison-Wesley, 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.
Internet:

Godot Engine

Godot Engine Source Code

Git

Build Tools

IDEs

Third-party Tools

Online Articles

YouTube Channels

YouTube Talks