BCA612 - DATA STRUCTURES FOR COMPUTER GAMES

Course Name Code Semester Theory
(hours/week)
Application
(hours/week)
Credit ECTS
DATA STRUCTURES FOR COMPUTER GAMES BCA612 Any Semester/Year 3 0 3 7.5
PrequisitesNone
Course languageTurkish
Course typeElective 
Mode of DeliveryFace-to-Face 
Learning and teaching strategiesLecture
Discussion
Preparing and/or Presenting Reports
Problem Solving
Project Design/Management
 
Instructor (s)To be determined by the institute 
Course objectiveIn this course, advenced data structures that are used frequently in game development process will be thaught by examples and analysis.  
Learning outcomes
  1. At the end of this course students will, learn about the main data structures that are used in game development process and the algorithms that are run on these structures.
  2. Gain the ability to select and implement proper data structure for a given problem.
Course ContentAbstraction and analysis , Linked structures, Matrix representations, Hash tables, Vectors, Lists, Stacks, Heaps, Queues, Priority queues, Graphs and Trees. 
References? Data Structures for Game Programmers (First Edition) by Ron Penton.
? Data Structures and Algorithms for Game Developers by Allen Sherrod.
 

Course outline weekly

WeeksTopics
Week 1Introduction to Data Structures
Week 2Abstraction and Analysis
Week 3Linked Structures
Week 4Matrix representations
Week 5Hash tables
Week 6Vectors
Week 7Lists
Week 8Stacks
Week 9Heaps
Week 10Queues
Week 11Priority queues
Week 12Graphs
Week 13Trees
Week 14Project presentation
Week 15Project Presentation
Week 16Final exam

Assesment methods

Course activitiesNumberPercentage
Attendance00
Laboratory00
Application00
Field activities00
Specific practical training00
Assignments520
Presentation00
Project130
Seminar00
Midterms00
Final exam150
Total100
Percentage of semester activities contributing grade succes050
Percentage of final exam contributing grade succes050
Total100

WORKLOAD AND ECTS CALCULATION

Activities Number Duration (hour) Total Work Load
Course Duration (x14) 14 3 42
Laboratory 0 0 0
Application000
Specific practical training000
Field activities000
Study Hours Out of Class (Preliminary work, reinforcement, ect)14342
Presentation / Seminar Preparation000
Project17272
Homework assignment5420
Midterms (Study duration)000
Final Exam (Study duration) 11111
Total Workload3593187

Matrix Of The Course Learning Outcomes Versus Program Outcomes

D.9. Key Learning OutcomesContrubition level*
12345
1. Applies contemporary methods, abilities, and tools essential for computer animation and game technologies.     X
2. Grasps the interdisciplinary interactions inherent to the field.    X
3. Examines the local or global influence of individuals, organizations, and communities on computer animation and game technologies.  X  
4. Demonstrates comprehension and accountability in matters pertaining to professionalism, ethics, legality, security, and social issues.  X  
5. Has the ability to effectively participate in a team created to achieve a common goal.  X  
6. Possesses the ability to effectively participate in a team created to achieve a common goal.   X 
7. Analyzes and defines a problem within their field and identifies appropriate solution processes required for suitable solutions.    X
8. Demonstrates the ability to apply the computer and mathematical knowledge required by the discipline.    X
9. Understands and is familiar with the principles and applications of algorithms and techniques in computer graphics and computer animation.   X 
10. Utilizes technologies that capture and manipulate design elements to achieve the final production.   X 
11. Apply principles of biomechanics and physics to animation  X  
12. Uses procedural or interactive mechanisms to create animations.  X  
13. Implements appropriate AI techniques in game development.    X

*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest