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
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.