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Technologies of Video Games

Code 13828
Year 1
Semester S2
ECTS Credits 6
Workload PL(30H)/T(30H)
Scientific area Informatics
Entry requirements N/A
Learning outcomes The general objectives of the course are:
- To enable students with a holistic view of computer graphics in digital games.
- To enable students with skills in the innovation, design and development of game engines.
- To prepare students for the research at MSc and PhD levels.
Regarding learning objectives, at the end of course the student must at least:
- To be able to build up a geometric kernel for modelling 3D scenes.
- To be able to develop and implement a point search algorithm based on an accelerated geometric data structure (e.g., Kd-tree).
- To be able to develop and implement a collision detection algorithm for objects moving in a 3D scene.
- To be able to develop and implement a pathfinding algorithm in 3D scenes.
- To be able to make a critical analysis of an algorithm relating to a given gaming technology, and thereafter to be able to sketch an innovative algorithm or a set of hypotheses that could lead to to innovation in game technology and / or algorithms.
Syllabus 01. Game engine architecture.
02. Geometric data structures.
03. Terrain generation and modelling.
04. Spatial data structures.
05. Collision detection.
06. Body physics in games.
07. Scene management and rendering.
08. Culling in 3D scenes.
09. Shadows in 3D scenes.
10. Steering behaviours for autonomous characters.
11. Pathfinding.
12. Multiplayer and networking programming.
Main Bibliography - D. Eberly. 3D Game Engine Architecture. Morgan Kaufmann Publishers, 2005.
- J. Gregory, J. Lander, and M. Whiting. Game Engine Architecture, 2nd ed., AK Peters / CRC Press, 2014.
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- M. McShaffry and D. Graham. Game Coding Complete, 4th ed., Cengage Learning PTR, 2012.
- A. Watt and F. Policarpo. 3D Games: Real-time Rendering and Software Technology (vol.1).
Addison-Wesley Publ. Company, 2000.
- A. Watt and F. Policarpo. 3D Games: Animation and Advanced Real-time Rendering (vol.2).
Addison-Wesley Publ. Company, 2003.
- T. Akenine-Moller, E. Haines, and N. Hoffmann. Real-Time Rendering, 3rd ed, . A.K. Peters / CRC Press, 2008.
- D. Eberly. Game Physics. CRC Press, 2010.
- Christer Erikson. Real-time Collision Detection. The Morgan Kaufmann Series in Interactive 3-D
Technology, CRC Press, 2004.
- Ian Millington and John Funge. Artificial Intelligence for Games. CRC Press, 2009.
- Mat Buckland. Programming Game AI by Example. Wordware Publishing Inc., 2004.
Language Portuguese. Tutorial support is available in English.
Last updated on: 2021-06-16

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