SubjectsSubjects(version: 901)
Course, academic year 2022/2023
  
Practical Course on Native Game Development - NCGD007
Title: Praktikum z herního vývoje v nativním kódu
Guaranteed by: Department of Software and Computer Science Education (32-KSVI)
Faculty: Faculty of Mathematics and Physics
Actual: from 2021
Semester: winter
E-Credits: 3
Hours per week, examination: winter s.:0/2 C [hours/week]
Capacity: unlimited
Min. number of students: unlimited
Virtual mobility / capacity: no
State of the course: not taught
Language: Czech
Teaching methods: full-time
Guarantor: Mgr. Jakub Gemrot, Ph.D.
Annotation -
Last update: doc. RNDr. Pavel Töpfer, CSc. (24.01.2019)
Using specific tools for computer games development has a long tradition. Today, no studio is developing computer games without the use of game development middlewares. The course will present a chosen software supporting a native game development, for which we will demonstrate the implementation of: gameplay mechanics, game user interface, level design, artificial intelligence, animations, music and sounds including creation of own tools for further ease of these implemenations.
Aim of the course -
Last update: doc. RNDr. Pavel Töpfer, CSc. (24.01.2019)

To gain proficiency with the development with native game development through prototyping of game mechanics.

Course completion requirements -
Last update: Mgr. Jakub Gemrot, Ph.D. (15.07.2020)

Students will receive the credit for this course by successfully developing a small computer game in the chosen software supporting game development for native code. This computer game may be delivered repeatedly until it meet requirements set by the lab instructor.

Literature -
Last update: doc. RNDr. Pavel Töpfer, CSc. (24.01.2019)

Books:

Moniem, M. A. (2016). Mastering Unreal Engine 4. X. Packt Publishing Ltd.

Shah, R. (2014). Mastering the Art of Unreal Engine 4-Blueprints. Lulu. com.

Articles:

Karis, B., & Games, E. (2013). Real Shading in Unreal Engine 4. Proc. Physically Based Shading Theory Practice, 621-635.

McAuley, S., Hill, S., Martinez, A., Villemin, R., Pettineo, M., Lazarov, D., ... & Zap Andersson, H. (2013, July). Physically based shading in theory and practice. In ACM SIGGRAPH 2013 Courses (p. 22). ACM.

Internet sources:

Unreal Engine 4, https://www.unrealengine.com/

Teaching methods -
Last update: Mgr. Jakub Gemrot, Ph.D. (15.07.2020)

Labs that will be focused on respective Unreal Engine 4 parts according to the syllabus.

Requirements to the exam -
Last update: Mgr. Jakub Gemrot, Ph.D. (15.07.2020)

The course has no exam.

Syllabus -
Last update: doc. RNDr. Pavel Töpfer, CSc. (24.01.2019)

Unreal Engine 4

Overview of respective engine parts: game code architecture (C++ vs. Blueprints), scene tree, game object component model, scene lighting, materials, blueprint scripting, physics, animations, plugins, behavior trees, game profiling.

 
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