Course title in Estonian
Course title in English
Game Development Patterns
approximate amount of contact lessons
lecturer of 2019/2020 Autumn semester
Roman Gorislavski (inglise keel) tavaline kursus
lecturer of 2019/2020 Spring semester
lecturer not assigned
The objective of the course is to learn to develop reusable software architecture for games - general development and game design patterns.
Brief description of the course
This course will cover basic modern hardwares used on gaming devices, so understand the value of certain game development design patterns. Additionally it will give theoretical overview of game engine architecture. For the main topic of this course will be game development patterns, where we look at traditional, sequencing , behavioral, decoupling and optimization development design patterns. Also we look into how these patterns fit when using them during plugin creation for extending game engine.
Experimenting with game development patterns;
Project plugin creation.
Learning outcomes in the course
In the end of the course students know how to use game development design patterns and how to extend existing game engine via plugins.
Submitting software code into the repository, testing and reviewing code created by fellow students.
Robert Nystrom, Game Programming Patterns: http://www.gameprogrammingpatterns.com/sample.pdf
Gamma, E., Helm, R., Johnson, R., & Vlissides, J. (1994). Design Patterns: Elements of Reusable Object-Oriented Software. Boston, MA: Addison-Wesley.
Jason Gregory. Game Engine Architecture.