JAWAHARLAL NEHRU TECHNOLOGICAL UNIVERSITY HYDERABAD

GAME DEVELOPMENT

M.Tech I Year II Semester (R22)

Course Objectives

Knowledge on concepts of game development using python and AI

Course Outcomes:

  • 1. Understand the concepts of Game design and development.
  • 2. Learn the processes, mechanics and issues in Game Design.
  • 3. Be exposed to the Core architectures of Game Programming.
  • 4. Know about Game programming platforms, frameworks and engines.
  • 5. Learn to develop games.

UNIT - I

Introducing Pygame: History of Pygame, Installing Pygame, Using Pygame, Hello World Revisited, Understanding Events, Opening a Display, Using the Font Module, When Pygame Goes Wrong, Pygame in Action. Creating Visuals: Using Pixel Power, Working with Color, Using Images, Drawing with Pygame.

UNIT - II

Making Things Move: Understanding Frame Rate, Moving in a Straight Line, Exploring Vectors, Using Vectors to Create Movement. Accepting User Input: Controlling the Game, Understanding Keyboard Control Implementing Mouse Control, Implementing Joystick Control, Seeing Joysticks in Action .

UNIT - III

Artificial Intelligence for Games: Introduction to Intelligence, Exploring AI, Implementing State Machines, Game Entities, Building Worlds, Ant Entity Class, Building the Brains.

UNIT - IV

Moving into the Third Dimension: Creating the Illusion of Depth, Understanding 3D Space, Using 3D Vectors, Time-Based Movement in 3D, Projecting 3D Points, Parallel Projections, Perspective Projections, A 3D World.

UNIT - V

Exploring the Third Dimension: Definition of Matrix? Using the Matrix Class, Introducing OpenGL, Installing PyOpenGL, Initializing OpenGL, OpenGL Primer, Seeing OpenGL in Action.

TEXT BOOKS:

  • 1. Will McGugan, “Beginning Game Development with Python and Pygame: From Novice to Professional”, Apress Publishers, 2007.
  • 2. Sanjay Madhav, “Game Programming Algorithms and Techniques: A Platform Agnostic Approach”, Addison-Wesley Professional, 2013.

REFERENCES:

  • 1. Paul Craven, “Python Arcade games”, Apress Publishers, 2016.
  • 2. David H. Eberly, “3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics”, Second Edition, CRC Press, 2006.
  • 3. Jung Hyun Han, “3D Graphics for Game Programming”, Chapman and Hall/CRC, 2011.

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