University of Nevada, Reno
Department of Computer Science and Engineering
CPE 481/681 - EMBEDDED GAMES DEVELOPMENT
Fall 2008

 

Catalog Data: Computer game development with emphasis on embedded systems and game consoles with fixed resources. Evolution of video display, computer sound, and game I/O technologies. Prerequisite: CPE 301

 

 Textbook: To be determined at the first class.

 

References:    Game Programming All in One, Jonathan Harbour, Third Edition, Thomson Course technology PTR, (October 2006) copyright 2007.

Beginning Game Programming, Jonathan Harbour, Thomson Course technology PTR, 2005.

Beginning Open GL Game Programming, Dave Astle and K. Hawkins,Thomson Course technology PTR, 2004.

The Game Maker's Apprentice, Jacob Habgood and M. Overmars, Apress, 2006.

 

Instructor:      Dwight Egbert, Professor of Computer Science and Engineering

 

Office Hours:  Wed. 10AM-Noon or by appointment, SEM 322, (702) 784-6952, egbert@cse.unr.edu

 

Goals: This course is designed to provide the basic principles of video display, machine generated sound synthesis, and game input/output technologies used for embedded and console computer games as they have evolved. Each student will develop an embedded or console project which can be either hardware or software centered. This computer game project plus three or four small demonstration projects are to be completed.

 

Prerequisites by Topic:

1. Assembly language programming experience.
2. Basic understanding of digital hardware.
3. Basic understanding of microprocessors.
4. C/C++ programming experience
5. Basic WINDOWS & UNIX skills.

 

Topics:

1. Evolution of embedded and console game systems.
2. Evolution of video display technology.
3. Evolution of machine generated sound.
4. Computer game design tools.
5. Input/Output techniques and devices.
6. Interrupt processing for Input/Output.
7. Timer control of game dynamics.
8. Game controller design.

 

If you have a disability for which you will need to request accommodations, please contact me or Mary Zabel at the Disability Resource Center (Thompson Student Services - 107), as soon as possible to arrange for appropriate accommodations.

 

Course Outcomes:
The course outcomes are skills and abilities students should have acquired by the end of the course. These outcomes are defined in terms of the ABET Accreditation Criterion 3 Program Outcomes which are relevant to this course. All Criterion 3 outcomes are listed below and those relevant to this course are identified in the following Table.

 

Engineering programs must demonstrate that their graduates have:
(a) an ability to apply knowledge of mathematics, science, and engineering
(b) an ability to design and conduct experiments, as well as to analyze and interpret data
(c) an ability to design a system, component, or process to meet desired needs
(d) ability to an function on multi-disciplinary teams
(e) an ability to identify, formulate, and solve engineering problems
(f) an understanding of professional and ethical responsibility
(g) an ability to communicate effectively
(h) the broad education necessary to understand the impact of engineering solutions in a global and societal context
(i) a recognition of the need for, and an ability to engage in life-long learning
(j) a knowledge of contemporary issues
(k) an ability to use the techniques, skills, and modern engineering tools necessary for engineering practice.

 

 

ABET Criterion 3 Outcomes

Course Outcomes

Assessment Methods/Metrics

CS Program

Objectives Impacted

CIE Program

Objectives Impacted

 

a

 

Students demonstrate that they can define and understand the fundamental physics of video game systems.

Students must be able to work with a variety of video game systems and to do so must understand the common underlying physical principles.

 

1, 2

 

1, 3

 

c

 

Students demonstrate that they can apply fundamental concepts through the design and implementation of specific applications.

Students must be able to implement video game design specifications for several embedded and console systems.

 

2, 3

 

1, 3

 

i

 

Students demonstrate that they are aware of and understand past, present, and potential future video game technologies.

Students demonstrate that they can obtain and understand the pertinent operating specifications for new video game systems when needed.

 

4

 

4

 

 

j

 

Students demonstrate that they are aware of contemporary video game topics and market activity.

Students must be able to use and understand concepts which are implemented in current commercial video games and consoles. 

 

2

 

1, 4

 


Computer Usage:

The student game projects will be designed and built using the one of several available embedded or console systems.

 

Laboratory Projects:

Each student will design and build one or more embedded or console game applications. The project(s) will be documented with a typewritten paper which will include a brief description of the project objectives, design approach, problems encountered, and lessons learned. This will be followed by a detailed and annotated block diagram of the software and any circuits used.

Also, all students will complete 3 or 4 common assignments involving different video, sound generation, and game I/O technologies. These assignments and their representative technologies will be discussed in class.

 

The course projects will be exhibited at a video game party (the week before final exams) on Friday, December 7, 2007, from Noon through the evening (Last year the party ran from noon until 7pm.). The video game party will be open to all UNR students and their guests as well as invited guests from local industry and community. Each student will prepare and display a poster presentation for their game project(s). A wide variety of video games will be available for play and pizza and snacks will be provided.

 

We will meet at the time scheduled for the final examination for graduate student oral presentations and further discussion of all student projects.

 

Student Participation:

Students are expected to attend all classes and read all of the assigned readings. Often, material will not be covered in both lectures and reading assignments. Thus, both are essential to a full understanding of the course content. Also, completion of homework is essential. Homework will be due as assigned.