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A course is the basic teaching unit, it's design as a medium for a student to acquire comprehensive knowledge and skills indispensable in the given field. A course guarantor is responsible for the factual content of the course.
For each course, there is a department responsible for the course organisation. A person responsible for timetabling for a given department sets a time schedule of teaching and for each class, s/he assigns an instructor and/or an examiner.
Expected time consumption of the course is expressed by a course attribute extent of teaching. For example, extent = 2 +2 indicates two teaching hours of lectures and two teaching hours of seminar (lab) per week.
At the end of each semester, the course instructor has to evaluate the extent to which a student has acquired the expected knowledge and skills. The type of this evaluation is indicated by the attribute completion. So, a course can be completed by just an assessment ('pouze zápočet'), by a graded assessment ('klasifikovaný zápočet'), or by just an examination ('pouze zkouška') or by an assessment and examination ('zápočet a zkouška') .
The difficulty of a given course is evaluated by the amount of ECTS credits.
The course is in session (cf. teaching is going on) during a semester. Each course is offered either in the winter ('zimní') or summer ('letní') semester of an academic year. Exceptionally, a course might be offered in both semesters.
The subject matter of a course is described in various texts.

MI-APH Architecture of computer games Extent of teaching: 2P+1C
Instructor: Completion: Z,ZK
Department: 18102 Credits: 4 Semester: Z

Annotation:
Students will gain a basic understanding of the various issues in the field of computer game development, from both the technical and creative points of view. They will get a grasp on component-oriented architecture, game mechanics, and game AI that form an integral part of most games. They will also understand the basics of pathfinding, networking, and scripting and apply them in practical exercises (labs).

Lecture syllabus:
Lectures:
1. Games
2. Engines
3. Assets
4. Components
5. Patterns
6. Audio
7. Space
8. Physics
9. Graphics
10. AI
11. Multiplayer
12. Design

Seminar syllabus:
Labs program:
1. Organization of the course, introduction to the environment
2. Component architecture
3. Movement a pathfinding
4. Game AI
5. Scripting
6. Networking

Literature:
Literatura:
1. Json Gregory, Game Engine Architecture (3rd ed.), 2018
2. Robert Nystrom, Game Programming Patterns, 2014
3. Van Verth, Essential Mathematics for Games and Interactive Applications, 2008
4. Ian Millington, Game Physics Engine Development, 2010
5. Mat Buckland, Programming Game AI by Example, 2005

Requirements:
Requirements: Basic knowledge of linear algebra, graph theory and data structures at level of bachelor degree. We will be using TypeScript.

Informace o předmětu a výukové materiály naleznete na https://aph.dodo.me/
Tento předmět je nahrazen ekvivalentním NI-APH.

The course is also part of the following Study plans:
Study Plan Study Branch/Specialization Role Recommended semester
MI-ZI.2016 Knowledge Engineering V 3
MI-ZI.2018 Knowledge Engineering V 3
MI-SP-TI.2016 System Programming V 3
MI-SP-SP.2016 System Programming V 3
MI-SPOL.2016 Unspecified Branch/Specialisation of Study V 3
MI-WSI-WI.2016 Web and Software Engineering V 3
MI-WSI-SI.2016 Web and Software Engineering V 3
MI-WSI-ISM.2016 Web and Software Engineering V 3
MI-NPVS.2016 Design and Programming of Embedded Systems V 3
MI-PSS.2016 Computer Systems and Networks V 3
MI-PB.2016 Computer Security V 3
NI-TI.2018 Computer Science V 3


Page updated 18. 4. 2024, semester: L/2020-1, L/2023-4, L/2019-20, Z/2021-2, L/2022-3, Z/2023-4, Z/2019-20, Z/2022-3, L/2021-2, Z/2024-5, Z/2020-1, Send comments to the content presented here to Administrator of study plans Design and implementation: J. Novák, I. Halaška