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Game Developemnt

The document outlines the syllabus for a B.Tech course on Game Development, focusing on concepts using Python and AI. It covers topics such as Pygame, game mechanics, artificial intelligence in games, and 3D graphics. The course aims to equip students with knowledge and skills in game design, programming platforms, and development processes.

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0% found this document useful (0 votes)
21 views2 pages

Game Developemnt

The document outlines the syllabus for a B.Tech course on Game Development, focusing on concepts using Python and AI. It covers topics such as Pygame, game mechanics, artificial intelligence in games, and 3D graphics. The course aims to equip students with knowledge and skills in game design, programming platforms, and development processes.

Uploaded by

sanashashikanth
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Autonomous

JJR23B.Tech.ITSyllabus JNTUHUCEJ

IT861PE: GAME DEVELOPMENT (Professional Elective - VI)

B.Tech IT IV Year II Sem. L T P C


3 0 0 3

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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