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Kursusnavn (dansk):Game Engines 
Kursusnavn (engelsk):Game Engines 
Semester:Efterår 2015 
Udbydes, spil (games) 
Omfang i ECTS:15,00 
Min. antal deltagere:12 
Forventet antal deltagere:25 
Maks. antal deltagere:40 
Formelle forudsætninger:The essential skills and requirements are:

* Good programming ability, since the course will involve several programming projects.

* Basic mathematics understanding. Geometry, matrix algebra, etc.

Information about the course of study

This course is mandatory for students who are enrolled in Master of Science in IT, study programme Games, Technology track. 
Læringsmål:Students should be able to:

* Implement and explain foundational aspects of game-engine technology, including graphic rendering, game physics, character navigation, and system architecture.

* Generalize about the structure of, and similarities and differences between, modern 3d game engines.

* Analyse the performance characteristics of algorithmic and architectural decisions.

* Develop knowledge of at least one area (of a student's choice) to a significant depth. 
Fagligt indhold:Please note, that due to technical challenges, changes may occur before the start of the semester (week 35) – this applies to all sections of the course description.

The course objective is to give an overview of the technology that goes into game engines. Since this is a broad area, the course is divided into several segments, each of which looks at one area of game technology, and includes a mini-project in that area. Students will then be able to choose one of these areas (or, with agreement, another technical aspect of game engines they find interesting) to develop in greater depth.

Note that the focus of the course is on the foundations of game engine technology, not on the actual design and implementation of games. In addition, it is not primarily focused on using any specific engine or SDK (e.g. Unity or UDK), but instead on the underlying technical concepts.

The course topics include:
* Basics of game engines (why they exist, what they do)
* Game engine design
* Introduction to computer graphics (scene, camera, lighting, etc.)
* Introduction to physics simulation (forces, collision, etc.)
* Navigation, pathfinding, animation for characters in a game world
* Data structures and algorithms for game engines
* Overview of performance considerations
* The role of scripting languages in engines

The goal is for students to understand, and be able to analyze and implement the basics of, the major technological components of a modern game engine. In addition, since the general topic of game engines is so large, students will be able to choose which area they wish to understand in more depth, and work on a project in that area. 
Læringsaktiviteter:14 ugers undervisning bestående af forelæsninger og lejlighedsvise øvelser

The course will consist of lectures combined with practical exercises. During the practical exercises you will write small modules and programs to solve specific problems related to games and game engines.
See the schedule here:

The schedule will be available shortly before the beginning of the term.

Obligatoriske aktivititer:It is mandatory for students to complete all programming-topic checkouts and present a final project in order to attend the course exam. 
Eksamensform og -beskrivelse:D22: Aflevering med mundtlig eksamen suppleret af aflevering., (7-scale, external exam)

The duration of the oral examination is 30 minutes per examinee.  

Litteratur udover forskningsartikler:Optional textbook: Game Engine Architecture (Second Edition), Jason Gregory, 2014. 
Følgende personer underviser på kurset:
NavnStillingUndervisertypeIndsats (%)
Dan Lessin Postdoc(ITU) Kursusansvarlig 100
Benno Lüders Hjælpelærer(ITU) Hjælpelærer 0