1. C++ Programming for Game Developers I
    1. How to Create a C++ Program, Console Input and Output, Variable, and Arithmetic Operators
    2. Logical Operators, Controlling Program Flow, Repetition, and Arrays
    3. Functions
    4. References and Pointers
    5. Classes and Object Oriented Programming Design
    6. Strings
    7. Operator Overloading
    8. File Input and Output
    9. Inheritance and Polymorphism

  2. C++ Programming for Game Developers II
    1. Template Classes and Template Functions
    2. Error Handling
    3. Number Systems, Data Representations, and Bit Operations
    4. The Standard Template Library
    5. Introduction to Windows Programming
    6. Menus and Drawing with GDI
    7. Dialog Boxes
    8. Timing, Animation, and Sprites
    9. Designing and Implementing a 2D Game

  3. Math Primer
    1. Real Numbers
    2. Algebra
    3. Analytic Geometry
    4. Triangles

  4. Graphics Programming with DirectX 9 I
    1. 3D Mathematics
    2. The Transformation and Lighting Pipeline
    3. Initializing Direct3D
    4. Vertex and Index Buffers
    5. Single and MultiTexture Effects
    6. Camera Management Systems
    7. Compressed Textures
    8. Texturing & the Texture Blending Cascade
    9. Alpha Blending
    10. Loading GILES™ Scenes

  5. Game Mathematics
    1. Set Theory and Functions
    2. Polynomials
    3. Trigonometry
    4. Vector Mathematics
    5. Matrix Mathematics
    6. Quaternion Algebra
    7. Linear Transformations
    8. Analytic Geometry

  6. Graphics Programming with DirectX 9 II
    1. The D3DX Mesh Containers
    2. Progressive Meshes
    3. Scene Hierarchies
    4. Keyframe Animation
    5. Indexed / Non-Indexed Vertex Blending
    6. Software and Hardware Skinning Techniques
    7. Skeletal Animation
    8. Tree Animation and Rendering
    9. X Files
    10. Motion Blending
    11. Collision Detection and Response
    12. Quadtrees, Octrees, and kD-Trees
    13. Binary Space Partitioning (BSP) Trees and Potential Visibility Sets (PVS)

  7. Artificial Intelligence for Game Developers
    1. Decision Making
    2. Grid Traversal and Search Algorithms
    3. Path finding with A*
    4. Flocking Behaviors
    5. Finite State Machines
    6. Scripting
    7. Squad Level AI
    8. Waypoint Networks
    9. AI Engine Integration

  8. Physics for Game Developers
    1. The Principles of Newtonian Physics
    2. Simulating Gravity
    3. Simulating Friction
    4. Modeling Acceleration and Velocity
    5. Trajectories
    6. Kinematics and Motion Control
    7. Collision Detection and Response
    8. Animation Technique


    • Course Overview/Description Course Objectives Course Outline Prerequisites/Audience PC Requirements/Materials Included Instructor Bio FAQs See a Demo
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Video Game Design and Development

GES 605 -- 500 hours

Course Outline


    1. C++ Programming for Game Developers I
      1. How to Create a C++ Program, Console Input and Output, Variable, and Arithmetic Operators
      2. Logical Operators, Controlling Program Flow, Repetition, and Arrays
      3. Functions
      4. References and Pointers
      5. Classes and Object Oriented Programming Design
      6. Strings
      7. Operator Overloading
      8. File Input and Output
      9. Inheritance and Polymorphism

    2. C++ Programming for Game Developers II
      1. Template Classes and Template Functions
      2. Error Handling
      3. Number Systems, Data Representations, and Bit Operations
      4. The Standard Template Library
      5. Introduction to Windows Programming
      6. Menus and Drawing with GDI
      7. Dialog Boxes
      8. Timing, Animation, and Sprites
      9. Designing and Implementing a 2D Game

    3. Math Primer
      1. Real Numbers
      2. Algebra
      3. Analytic Geometry
      4. Triangles

    4. Graphics Programming with DirectX 9 I
      1. 3D Mathematics
      2. The Transformation and Lighting Pipeline
      3. Initializing Direct3D
      4. Vertex and Index Buffers
      5. Single and MultiTexture Effects
      6. Camera Management Systems
      7. Compressed Textures
      8. Texturing & the Texture Blending Cascade
      9. Alpha Blending
      10. Loading GILES™ Scenes

    5. Game Mathematics
      1. Set Theory and Functions
      2. Polynomials
      3. Trigonometry
      4. Vector Mathematics
      5. Matrix Mathematics
      6. Quaternion Algebra
      7. Linear Transformations
      8. Analytic Geometry

    6. Graphics Programming with DirectX 9 II
      1. The D3DX Mesh Containers
      2. Progressive Meshes
      3. Scene Hierarchies
      4. Keyframe Animation
      5. Indexed / Non-Indexed Vertex Blending
      6. Software and Hardware Skinning Techniques
      7. Skeletal Animation
      8. Tree Animation and Rendering
      9. X Files
      10. Motion Blending
      11. Collision Detection and Response
      12. Quadtrees, Octrees, and kD-Trees
      13. Binary Space Partitioning (BSP) Trees and Potential Visibility Sets (PVS)

    7. Artificial Intelligence for Game Developers
      1. Decision Making
      2. Grid Traversal and Search Algorithms
      3. Path finding with A*
      4. Flocking Behaviors
      5. Finite State Machines
      6. Scripting
      7. Squad Level AI
      8. Waypoint Networks
      9. AI Engine Integration

    8. Physics for Game Developers
      1. The Principles of Newtonian Physics
      2. Simulating Gravity
      3. Simulating Friction
      4. Modeling Acceleration and Velocity
      5. Trajectories
      6. Kinematics and Motion Control
      7. Collision Detection and Response
      8. Animation Technique


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