Level 2 Mobile and Games Programming Modules Cathy French K233.

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Presentation transcript:

Level 2 Mobile and Games Programming Modules Cathy French K233

Mobile and Games Group Semester 1 CE Windows Game Programming CE Further Programming for 3D Graphics Applications CE Computer Graphics CE Decision Theory and Cybernetics CE Fundamentals of Mobile Computing Semester 2 CE Software Development for Mobile Computing Applications CE Imaging and Special Effects CE AI Methods CE Programming Physics and AI Engines for Games

Semester 1

CE Windows Game Programming use XNA/C# to create a game (PC or XBox) introduction to C# use OO concepts to create a large program implement games concepts: 2D sprite animation collision detection sound physics, AI levels, menus, scoring game development practices

CE Further Programming for 3D Graphics Applications continues from Level 1 module C/C++ OpenGL construct an interactive 3D application importing 3D models 3D transformation and visibility determination texturing, shading, lighting rendering algorithms

CE Computer Graphics write software to manipulate and display two-dimensional graphical scenes Java, OO concepts data structures, 2D transformations 2D graphics algorithms intro to 2D APIs

CE Decision Theory and Cybernetics - NEW process of making decisions, as applied to games and elsewhere Assessing information informed gambling Game Theory utility, negotiation, bargaining Cybernetics and Decisions complex systems – communication, control, feedback

CE Fundamentals of Mobile Computing mobile communication methods and architecture signalling evolution from 1G to 4G systems network interconnection, roaming mobile application development

Semester 2

CE Software Development for Mobile Computing Applications developing systems incorporating mobile technology strategies for software design portable platforms (Microsoft, PalmOS, Symbian, J2ME) communication protocols client, middleware and server side implementation

CE Imaging and Special Effects

CE AI Methods methods for automation of intelligent behaviour knowledge, reasoning and problem solving Topics covered: introduction to AI examples of AI systems the role of knowledge and representation for knowledge based problem solving problem solving and search strategies Prolog as an example of an AI programming language.

Programming Physics and AI Engines for Games theory and implementation of motion with constant velocity or constant acceleration rigid-body, particle and articulated body dynamics for modelling and animation modelling forces such as gravity, friction, viscosity, wind calculating collision response path-finding, planning, intelligent agents, flocking finite state machines, rule-based AI in games