COMP222: Principles of Computer Game Design and Implementation
Staff
Office Time
- Monday, Tuesday, 10:00 - 13:00. Please, request a meeting by e-mail.
Aims
- To introduce the main issues surrounding the computer games architecture.
- To introduce the fundamental concepts underpinning computer games development (game physics, game artificial intelligence, content generation).
- To provide practical experience of software engineering associated with computer games.
Learning Outcomes
- Have an understanding of different design issues related to computer games development: game structure, game engine, physics engine;
- Have an appreciation of the fundamental concepts associated with game development: game physics, game artificial intelligence, content generation;
- Have the ability to implement a simple game using an existing game engine.
Lectures
There will be 26-30 lectures. The lecture notes will appear here one week ahead of the lectures.
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lecture1
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lecture2
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lecture3
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lecture4
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lecture5
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lecture6
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lecture7
(Demos: one.java , Two.java , three.java , four.java )
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lecture8
(Demos: five.java , six.java , angleSum.java , angleSum_cal.java )
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lecture9
(Demos: rotate.java , rotate2.java )
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lecture10
(Demos: cross_product.java , cross_product2.java )
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lecture11
(Demos: hellocamera.java , helloInput.java )
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lecture12
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lecture13
(Demos: HelloPicking.java )
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lecture14
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lecture15
(Demos: HelloAiming.java , HelloAiming2.java , HelloAiming3.java )
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lecture16
(Demos: Example04.java ,
Example05.java )
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lecture17
(Demos: Example01.java )
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lecture18
(Demos: Example01.java ,
Example02.java ,
Example03.java ,
Example04.java ,
Example05.java ,
Example06.java ,
Example07.java )
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lecture19
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lecture20
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lecture21
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lecture22
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lecture23
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lecture24
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lecture25
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lecture26
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lecture27
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lecture28
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lecture29
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lecturer30
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Revision
Tutorials:
tutorial1
tutorial2
tutorial3
tutorial4
Assignments:
There will be two project assignments, which will be disclosed in due course. Each coursework assignment takes 10% of the final mark.
TextBooks:
For general game design and implementation, the following books are recommended:
- Steve Rabin (Ed.). Introduction to game development. Second edition. Charles River Media. 2010.
- Millington, I. & Funge, J. 2009. Artificial intelligence for games (2nd edition). Burlington, M. A.: Morgan Kaufmann/Elsevier
- Millington, I. Game Physics Engine Development (Second Edition). Elsiveier. 2010
For the implementation using jMonkey, please refer to the following books:
- Ruth Kusterer. jMonkeyEngine 3.0: Beginner’s guide. PACT publishing, 2013.
- Richard Reese, Justin Johnson: jMonkeyEngine 3.0 Game Development: A practical Guide. P8tecy, 2015.
- Rickard Eden. jMonkeyEngine 3.0 Cookbook. PACT pubshiing, 2013.
Acknowledgement: Most of the materials are inherited from Prof. Boris Konev