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 |
Prequisites | None | |||||
Course language | Turkish | |||||
Course type | Elective | |||||
Mode of Delivery | Face-to-Face | |||||
Learning and teaching strategies | Lecture Discussion Preparing and/or Presenting Reports Problem Solving Project Design/Management | |||||
Instructor (s) | To be determined by the institute | |||||
Course objective | In this course, advenced data structures that are used frequently in game development process will be thaught by examples and analysis. | |||||
Learning outcomes |
| |||||
Course Content | Abstraction 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
Weeks | Topics |
---|---|
Week 1 | Introduction to Data Structures |
Week 2 | Abstraction and Analysis |
Week 3 | Linked Structures |
Week 4 | Matrix representations |
Week 5 | Hash tables |
Week 6 | Vectors |
Week 7 | Lists |
Week 8 | Stacks |
Week 9 | Heaps |
Week 10 | Queues |
Week 11 | Priority queues |
Week 12 | Graphs |
Week 13 | Trees |
Week 14 | Project presentation |
Week 15 | Project Presentation |
Week 16 | Final exam |
Assesment methods
Course activities | Number | Percentage |
---|---|---|
Attendance | 0 | 0 |
Laboratory | 0 | 0 |
Application | 0 | 0 |
Field activities | 0 | 0 |
Specific practical training | 0 | 0 |
Assignments | 5 | 20 |
Presentation | 0 | 0 |
Project | 1 | 30 |
Seminar | 0 | 0 |
Midterms | 0 | 0 |
Final exam | 1 | 50 |
Total | 100 | |
Percentage of semester activities contributing grade succes | 0 | 50 |
Percentage of final exam contributing grade succes | 0 | 50 |
Total | 100 |
WORKLOAD AND ECTS CALCULATION
Activities | Number | Duration (hour) | Total Work Load |
---|---|---|---|
Course Duration (x14) | 14 | 3 | 42 |
Laboratory | 0 | 0 | 0 |
Application | 0 | 0 | 0 |
Specific practical training | 0 | 0 | 0 |
Field activities | 0 | 0 | 0 |
Study Hours Out of Class (Preliminary work, reinforcement, ect) | 14 | 3 | 42 |
Presentation / Seminar Preparation | 0 | 0 | 0 |
Project | 1 | 72 | 72 |
Homework assignment | 5 | 4 | 20 |
Midterms (Study duration) | 0 | 0 | 0 |
Final Exam (Study duration) | 1 | 11 | 11 |
Total Workload | 35 | 93 | 187 |
Matrix Of The Course Learning Outcomes Versus Program Outcomes
D.9. Key Learning Outcomes | Contrubition level* | ||||
---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |
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