Course Name Code Semester T+U Hours Credit ECTS
Introduction To Game Programming BSM 430 8 3 + 0 3 5
Precondition Courses
Recommended Optional Courses
Course Language Turkish
Course Level Bachelor's Degree
Course Type Optional
Course Coordinator Dr.Öğr.Üyesi KAYHAN AYAR
Course Lecturers Dr.Öğr.Üyesi KAYHAN AYAR,
Course Assistants
Course Category
Course Objective As we know game programming one of the important study area of Computer engineers. The aim of this course is to give basic introduction to computer game programming. In this course Students will learn game programming stages and technique.
Course Content The topics of this course is to give the basic AI techniques, the problems for which they are applicable and their limitations. Topics covered include search (solving puzzles, playing games), planning, logical inference (drawing conclusions from data), expert systems, natural language processing and machine learning
# Course Learning Outcomes Teaching Methods Assessment Methods
1 Understand basics of game programming Lecture, Testing,
2 Create 2D and 3D models Lecture, Drilland Practice, Self Study, Project Based Learning, Testing, Homework, Project / Design,
3 Comprehend game engines and their working stages Lecture, Testing,
4 Understand the algorithm used in game programming Lecture, Self Study, Problem Solving, Testing, Homework,
Week Course Topics Preliminary Preparation
1 Introduction to game programming and history of game programming
2 3D Mathematics
3 2D and 3D transformations
4 3D modeling
5 3D modeling
6 Character modeling
7 Character modeling
8 Music in the game programming
9 Input devices
10 Output devices
11 Game engines
12 AI in game programming
13 Applications
14 Students homework presentations
Course Notes Oyun programlamaya giriş ders notları
Course Resources 1. Engel, WF, Beginning Direct 3D Game Programming, 2nd edn, Premier Press, 2003.
2. Walsh, P, Advanced 3D Game Programming with DirectX 9.0, Wordware Publishing Inc., 2003.
3. Luna, FD, Introduction to 3D Game Programming with DirectX 9.0, Wordware Publishing Inc., 2003
4. LaMothe, A, Tricks of the Windows Programming Gurus, 2nd edn, Sams Publishing, 2002.
5. LaMothe, A, Tricks of the 3D Game Programming Gurus: Advanced 3D Graphics and Rasterization, Sams Publishing, 2003.
6. Petzold, C, Programming Windows, 5th edn, Microsoft Press, 1999.
Week Documents Description size
2 02-SFML Temel İşlemler 0.37 MB
1 01-SFML Giriş 2D Oyun Programlama Kütüphanesinin Kurulumu 0.97 MB
2 02-SFML Temel İşlemler 0.37 MB
1 01-SFML Giriş 2D Oyun Programlama Kütüphanesinin Kurulumu 0.97 MB
0 Ders Uygulamaları Kaynak Kodları 0 MB
3 03-SFML - İlk Oyun Menü Tasarımı 0.62 MB
3 03-SFML - İlk Oyun Menü Tasarımı 0.62 MB
4 04 - Yilan Oyunu 0.6 MB
Order Program Outcomes Level of Contribution
1 2 3 4 5
1 To have sufficient foundations on engineering subjects such as science and discrete mathematics, probability/statistics; an ability to use theoretical and applied knowledge of these subjects together for engineering solutions, X
2 An ability to determine, describe, formulate and solve engineering problems; for this purpose, an ability to select and apply proper analytic and modeling methods,al background in describing, formulating, modeling and analyzing the engineering problem, with a consideration for appropriate analytical solutions in all necessary situations X
3 An ability to select and use modern techniques and tools for engineering applications; an ability to use information technologies efficiently, X
4 An ability to analyze a system, a component or a process and design a system under real limits to meet desired needs; in this direction, an ability to apply modern design methods, X
5 An ability to design, conduct experiment, collect data, analyze and comment on the results and consciousness of becoming a volunteer on research, X
6 Understanding, awareness of administration, control, development and security/reliability issues about information technologies, X
7 An ability to work efficiently in multidisciplinary teams, self confidence to take responsibility, X
8 An ability to present himself/herself or a problem with oral/written techniques and have efficient communication skills; know at least one extra language, X
9 An awareness about importance of lifelong learning; an ability to update his/her knowledge continuously by means of following advances in science and technology, X
10 Understanding, practicing of professional and ethical responsibilities, an ability to disseminate this responsibility on society, X
11 An understanding of project management, workplace applications, health issues of laborers, environment and job safety; an awareness about legal consequences of engineering applications, X
12 An understanding universal and local effects of engineering solutions; awareness of entrepreneurial and innovation and to have knowledge about contemporary problems.
Evaluation System
Semester Studies Contribution Rate
1. Ara Sınav 25
1. Ödev 25
2. Ödev 25
1. Performans Görevi (Seminer) 25
Total 100
1. Yıl İçinin Başarıya 60
1. Final 40
Total 100
ECTS - Workload Activity Quantity Time (Hours) Total Workload (Hours)
Course Duration (Including the exam week: 16x Total course hours) 16 3 48
Hours for off-the-classroom study (Pre-study, practice) 16 2 32
Mid-terms 1 10 10
Assignment 2 10 20
Final examination 1 15 15
Performance Task (Seminar) 1 8 8
Total Workload 133
Total Workload / 25 (Hours) 5.32
dersAKTSKredisi 5