Video Game Development Foundations
Video Game Development Foundations
This 200+ hour, four-course pack includes everything you need to get started as a 3D game engine developer. It includes thorough training in C++ programming, core mathematics, and foundation level 3D graphics engine development. This is the best enrollment bundle choice for the majority of incoming students. Program includes:
- 3 Textbooks
- 3 CD-ROMs
- 30+ Hours Presentation (Recorded)
- 30 Weeks of Live Instruction
C++ Programming for Game Developers Module I
In this first C++ course, an introduction to C++ programming basics, you will become proficient with core C++ topics such as variables, console input and output, functions, loops, programming logic, pointers, strings, classes, and object oriented design and methodologies. In addition, you will study more complex C++ subject matter, such as operator overloading, file input and output, inheritance, and polymorphism. When practical to do so, game related examples are used to motivate the discussions. Quizzes, a midterm, and a final will make up your grade.
Topics covered in Module I, Beginning C++ Game Programming:
- How to Create a C++ Program, Console Input and Output, Variables, and the Arithmetic Operators
- Logical Operators, Controlling Program Flow, Repetition, and Arrays
- References and Pointers
- Classes and Object Oriented Programming Design
- Operator Overloading
- File Input and Output
- Inheritance and Polymorphism
C++ Programming for Game Developers Module II
Module II Description: In this second C++ video game programming course, you will begin to move away from the text-based console applications we built together in Module I, and begin to examine Windows programming with the Win32 API. With the Win32 API, you will be able to write programs that look a lot more like those that you are probably very familiar with; ones with resizable windows, mouse input, graphics, menus, toolbars, scroll bars, dialog boxes, and controls.
Of particular interest to us as game programmers is the ability to do graphics with the Win32 API, something which is not possible with the pure C++ programming language. You will learn about fundamental graphic concepts such as double buffering, sprites, animation and timing, and masking. By the end of this C++ video game programming course, you will have developed a fully functional 2D game, complete with graphics, physics, artificial intelligence, and input via the mouse. After completing this game programming with C++ course, you will be adequately prepared for your first course in 3D graphics programming.
Quizzes, a midterm, and a final will make up your grade.
Topics covered in Module II:
- Template Classes and Template Functions
- Error Handling
- Number Systems, Data Representations, and Bit Operations
- The Standard Template Library
- Introduction to Windows Programming
- Menus and Drawing with GDI
- Dialog Boxes
- Timing, Animation, and Sprites
- Designing and Implementing a 2D Game
Graphics Programming with DirectX 9 - Module I
This DirectX9 Graphics Programming course was specifically designed to be the first course that a student takes at Game Institute following their C++ training. It represents the beginning of the core training you will receive here at Game Institute as you study to become a professional game developer. Although this is a targeted as a beginner/intermediate level course, even if you have some previous 3D graphics experience, you are likely to encounter a significant amount of useful information and learn some new techniques along the way.
What are some of the topics we will study in this course?
In Module I you will begin a detailed exploration of the basic features of the DirectX Graphics fixed-function pipeline. You will learn how to use each of the features individually and then in combination to render complex 3D scenes. The course will begin with an examination of all the 3D mathematics that you'll need for most of this series, so you can get started right away after your C++ training is complete. Then you'll learn how to create your own software transformation and rendering pipeline to ensure that you have a good understanding of the basics. From that point forward you will begin using the DirectX API to render your 3D scenes.
The topics discussed include:
- 3D Mathematics
- The Transformation and Lighting Pipeline
- Initializing Direct3D
- Vertex and Index Buffers
- Single and MultiTexture Effects
- Camera Management Systems
- Compressed Textures
- Texturing & the Texture Blending Cascade
- Alpha Blending
- Loading GILES™ Scenes
- much, much more...
This primer course reviews the fundamental mathematics necessary to get you started with game development. Essentially it is a quick review of all the key math topics that you studied in you high school level mathematics classes. The purpose here is to quickly prepare you for the more advanced mathematics you will study in the 3D Game Engine Programming series and ultimately in the Game Mathematics course (both of which assume this prior knowledge). This primer combines key elements from the fields of algebra, geometry, and trigonometry in a way that makes sure that if you are a little rusty in these areas, you will feel comfortable before moving on with your other studies.
There are no scheduled sessions at this time. Sign up to be notified when this course is available.