• No results found

WILLIAM PATERSON UNIVERSITY OF NEW JERSEY COLLEGE OF SCIENCE AND HEALTH Computer Science Department Course Outline

N/A
N/A
Protected

Academic year: 2021

Share "WILLIAM PATERSON UNIVERSITY OF NEW JERSEY COLLEGE OF SCIENCE AND HEALTH Computer Science Department Course Outline"

Copied!
5
0
0

Loading.... (view fulltext now)

Full text

(1)

WILLIAM PATERSON UNIVERSITY OF NEW JERSEY COLLEGE OF SCIENCE AND HEALTH

Computer Science Department Course Outline 1. Title of Course and Course Number:

CS212 Fundamentals of Computer Graphics and Game Construction 2. Description of the Course Consistent With the WPUNJ catalog

This course is intended for the student with an interest in computer graphics and games. Fundamentals of game programming in two dimensions will be covered with hands on constructive activities. Types of games will be explored. Graphics

programming will be done in a programming language such as Java. Participants in this class will design and run their own game by the conclusion of the course. Prior knowledge of a programming language is required.Topics of study can vary. 3. Course Prerequisites

A knowledge of programming, preferably in C, C++, or Java 4. Course Objectives

The main objective of this course is to explore the environment of computer game construction and computer graphics with an emphasis on the following:

 Review simple games in 2D.  Learn graphics techniques in 2D.

 Learn to construct suitable backgrounds in 2D.

 Learn animation and how to animate game protagonists.

 Examine ways to incorporate sound, “artificial intelligence”, physics, visual cues, etc.

 Learn to synchronize various game elements

 Participate in discussions of responsibility and ethics.  Discuss marketability factors.

5. Student Learning Outcomes

Upon completion of this course, students will be able to:  Design and execute a simple scene generation in 2D

 Superimpose animation/interaction of one or more simple figures.  Synchronize simple game elements.

(2)

 Demonstrate the ability to think critically. Types of critical thinking include program logic, design decisions (for problems in aesthetics, realism, playability, timing, complexity, concurrency), testing, …  Locate and use information on these topics.

 Integrate knowledge and ideas in a coherent and meaningful manner.  Effectively express themselves in written and oral form.

6. Topical Outline of the Course Content

Topics covered in the course will be taken from but not necessarily limited to the following:

 Analysis of simple games in 2D  2D Graphics

 Animation in 2D

 Sound Effects and Music

 Simple intelligence and physics programming concepts  Creating a 2D Platform Game

 Multi Player Games

7. Guidelines/Suggestions for Teaching Methods and Student Learning Activities Lecture, demonstrations, and hands – on activities

Problem solving sessions Group work

Written exercises

Programming projects/problems Inquiry – based instruction.

8. Guidelines/Suggestions for Methods of Student Assessment (student learning outcomes)

Attendance will be taken.

Programs/projects will be assigned.

Written and group activities will be distributed and collected. Projects will be demonstrated.

All students are expected to take an active role in the learning process. 9. Suggested Reading, Texts, Objects of Study

Brackeen, David, Developing Games in Java, New Riders Publishing, Indianapolis, Indiana, 2004.

Bell, Douglas and Parr, Mike, Java for Students, Third Edition, Prentice Hall, Essex, Great Britain, 2002.

(3)

10. Bibliography of Supportive Texts and Other Materials

Ahearn, Luke, and Clayton Crooks II, Awesome Game Creation: No

Programming Required (Second Edition), Charles River Media, Hingham, MA, 2002.

Barron, Todd, Multiplayer Game Programming, (w/CD), Premier Press (division of Course Technology), Boston, MA 2002.

Bates, Bob, Game Design: The Art and Business of Creating Games, Premier Press, Boston, MA 2002.

Boer, James, Game Audio Programming, Charles River Media, Hingham, MA, 2002. *

Bourg, David M., Physics for Game Developers, O'Reilly & Associates, Sebastopol, CA,2001.

Buckland, Mat, AI Techniques for Game Programming (w/CD), Premier Press (division of Course Technology), Boston, MA 2002.

de Sousa, Bruno Miguel, Game Programming All in One, Premier Press, Boston, MA 2002.

DeLoura, Mark (Editor), Game Programming Gems, Charles River Media, Hingham, MA, 2000.

DeLoura, Mark (Editor), Game Programming Gems 2, Charles River Media, Hingham, MA, 2001.

Fan, Joel, Eric Ries, and Calin Tenitchi, Black Art of Java Game Programming, Waite Group Press, Corte Madera, CA, 1996. (old Java, nice examples) Feldman, Ari, Designing Arcade Computer Game Graphics, Republic of Texas

Press (Wordware), San Antonio, TX, 2002.

Friedl, Markus, Online Game Interactivity Theory, Charles River Media, Hingham, MA, 2002. (w/extensive CD). *

Hallford, Neal, and Jana Hallford, Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games, Premier Press, Boston, MA 2001.

Hardy, Vincent J., Java 2D API Graphics, Prentice Hall, Upper Saddle River, NJ, 1999.

(4)

LaMothe, Andre, Tricks of the Windows Game Programming Gurus, SAMS, Indianapolis, IN, 1999

LaMothe, Andre, and Andre Lamothe, Windows Game Programming for Dummies, Second Edition, Wiley, New York, NY, 2002.

Laramee, Francois Dominic, Secrets Of The Game Business, Charles River Media, Hingham, MA, 2003.

McCuskey, Mason, Special Effects Game Programming with DirectX w/CD, Premier Press (division of Course Technology), Boston, MA 2002. Morrison, Michael, Sams Teach Yourself Game Programming in 24 Hours,

SAMS, Indianapolis, IN, 2002.

Morrison, Michael, Teach Yourself Internet Game Programming With Java in 21 Days, SAMS, Indianapolis, IN, 1996. (old Java, nice examples)

Mulholland, Andrew and Glenn Murphy, Java 1.4 Game Programming, , Republic of Texas Press (Wordware), San Antonio, TX, 2003.

Mulholland, Andrew, & Teijo Hakala, Developers Guide to Multiplayer Games, Republic of Texas Press (Wordware), San Antonio, TX, 2002.

Petchel, Thomas, and Andre LaMothe (Editor), Java 2 Game Programming, Premier Press (division of Course Technology), Boston, MA 2001. Phillips, Lorenzo, Game Programming Tricks of the Trade, Premier Press

(division of Course Technology), Boston, MA 2002.

Rabin, Steve (Editor), AI Game Programming Wisdom (w/CD), Charles River Media, Hingham, MA, 2002.

Rollings, Andrew, and Dave Morris, Game Architecture and Design: Learn the Best Practices for Game Design and Programming, Coriolis Group, 1999. Rouse III, Richard, Game Design: Theory and Practice, Republic of Texas Press

(Wordware), San Antonio, TX, 2002.

Treglia, Dante, (Editor), Mark Deloura, Game Programming Gems 3, Charles River Media, Hingham, MA, 2001.

Varanese, Alex, Game Scripting Mastery, Premier Press (division of Course Technology), Boston, MA 2002.

(5)

Web sites

Game Designer Sites:

GameDev.net - all your game development needs. 7 February 2003. <www.gamedev.net> .

Gamasutra - The Art & Science of Making Games. CMP Media LLC. 7 February 2003. <http://www.gamasutra.com>

James Blinn Home Page, 7 February 2003.

<http://research.microsoft.com/~blinn/>. (a pioneer of computer graphics; site has innovative projects in computer graphics; his three classic books on Computer Graphics augment this)

Tierra Entertainment Website. 7 February 2003.

<http://www.tierraentertainment.com/games.htm >.

Academic and Professional Society Sites:

International Game Developers Association. 7 February 2003. <http://www.igda.org/ >.

Laboratory for Recreational Computing. University of North Texas. 7 February 2003. < http://larc.csci.unt.edu/ >.

11. Preparers’ Name and Date

Judith A Coomes and John Najarian March 28, 2005. 12. Original Departmental Approval Date April 22, 2005 13. Reviser’s Name and Date

References

Related documents

School: Carnegie Mellon University Degree/course: Computer Science Graduating: May 2022.. Hometown: Watchung, New Jersey

Rogalski (1984) stated that for all trading days of the week average returns (open to close) are identical whereas day of the week returns are interrelated with firm size, the

While analog print methods best address the needs of mass production and high quality printing, digital print- ing can best serve demands for variable information

In effect, given the interpretation of this shock as reflecting news about technological innovations, the variance decomposition results suggest that news shocks may a major source

If the previously described deficits in emotional speech prosody recognition in amusia reflect general abnor- malities in socio-emotional processing, at a modality-independent level

Q: What was the real name of the great American short writer &#34; O Henry&#34; A: William Sydney Porter.. Q: &#34;A farewell to arms&#34; is

These effects are directly connected with advantages of SMEs observed as a result of applying the outsourcing concept and relate mostly to reduction of costs of

As one of two campuses in the University system authorized to provide state approved graduate programs leading directly to certification in these areas, the program has