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052212 VU Gaming Technologies (2025W)
Continuous assessment of course work
Labels
Registration/Deregistration
Note: The time of your registration within the registration period has no effect on the allocation of places (no first come, first served).
- Registration is open from Fr 12.09.2025 09:00 to Mo 22.09.2025 09:00
- Deregistration possible until Tu 14.10.2025 23:59
Details
max. 25 participants
Language: English
Lecturers
Classes (iCal) - next class is marked with N
- Thursday 02.10. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 09.10. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 16.10. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 23.10. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 30.10. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 06.11. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 13.11. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 20.11. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 27.11. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 04.12. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 11.12. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 18.12. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 08.01. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 15.01. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 22.01. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 29.01. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
Information
Aims, contents and method of the course
Basics of real-time physics engines, AI engines and programming for computer games. Multiple tasks and the game project are implemented using a game engine.
Assessment and permitted materials
Multiple tasks, a written exam and a semester project. Presentation of the semester project is also an oral exam.
Minimum requirements and assessment criteria
Basic knowledge in programming. Final grading is computed according to:
--All individual tasks, the written exam and the semester project are graded
--Final grading is due to weighted sum S of gradings of tasks, written exam and game
--Individual tasks have an overall weight of 50%
--Written exam has a weight of 25%
--Final computer game has a weight of 25%, must be shown to instructor in person! Details of the game are part of an oral exam.
--In all categories tasks, written exam and computer game/oral exam at least 50% of the points must be reached in order to pass the lecture.Grading of the computer game (max 25%)
-10% Usage and explanation of AI
-10% Usage and explanation of physics simulation
-5% Size, game idea.--Positive ONLY if computer game works!
--Final grading due to weighted sum S:
S>90% : Sehr Gut (1)
S>80% : Gut (2)
S>70% : Befriedigend (3)
S>59% : Genügend (4)
S<60% Nicht Genügend (5)
--All individual tasks, the written exam and the semester project are graded
--Final grading is due to weighted sum S of gradings of tasks, written exam and game
--Individual tasks have an overall weight of 50%
--Written exam has a weight of 25%
--Final computer game has a weight of 25%, must be shown to instructor in person! Details of the game are part of an oral exam.
--In all categories tasks, written exam and computer game/oral exam at least 50% of the points must be reached in order to pass the lecture.Grading of the computer game (max 25%)
-10% Usage and explanation of AI
-10% Usage and explanation of physics simulation
-5% Size, game idea.--Positive ONLY if computer game works!
--Final grading due to weighted sum S:
S>90% : Sehr Gut (1)
S>80% : Gut (2)
S>70% : Befriedigend (3)
S>59% : Genügend (4)
S<60% Nicht Genügend (5)
Examination topics
Game physics: rigid body physics,, collision detection and response
Game AI: movement, path finding, decision making
Game programming: ECS, scripting, parallel programming
Game AI: movement, path finding, decision making
Game programming: ECS, scripting, parallel programming
Reading list
David H. Eberly, Game Physics, CRC Press; 2 edition (April 5, 2010)
Christer Ericson, Real-Time Collision Detection, CRC Press (December 22, 2004)
Ian Millington, AI for Games (3rd Edition), CRC Press, 2019
Christer Ericson, Real-Time Collision Detection, CRC Press (December 22, 2004)
Ian Millington, AI for Games (3rd Edition), CRC Press, 2019
Association in the course directory
Module: GD2 GAT
Last modified: Th 25.09.2025 14:06