1-20252026 – GAME ENGINE DEV II LECTURE is a comprehensive course designed to enhance the skills of aspiring game developers by delving deeper into advanced concepts related to game engine architecture and functionality.
In this lecture series, students will explore various aspects of game development, including artificial intelligence, physics simulation, rendering techniques, and user interface design, all of which are crucial for creating immersive gaming experiences. Through hands-on projects and collaborative workshops, attendees will not only gain practical experience but also develop a strong understanding of the underlying principles that govern modern game engines. The curriculum is structured to foster creativity and innovation, equipping students with the tools they need to succeed in the competitive gaming industry.
1.0 LEARNING OUTCOME
At the end of this course student should be able to:
| Apply computer graphic interactive fundamentals as core architecture for Game Engine Development(C3) (PLO1, C3) |
| Manipulate various game engine library for Game Development (PLO3, P3) |
| Integrate some components of game engine to become a template to develop game engine. (PLO7, A3) |
2.0 CONTENT
🧠 What You’ll Learn (By Weeks)
| Week | Topics & Activities | Focus |
|---|---|---|
| 1 | Intro to Game Engine – Konsep asas, genre game & asset pipeline | Raylib Basics |
| 2 | Core Components – Input, Renderer, Sound, Networking, GUI, AI, Memory | Raylib Examples |
| 3 | Software Engineering for Games – SDLC, Documentation & Standards | Raylib Control |
| 4 | Input & Interaction – Keyboard, Controller, Camera | Lab Test 1 |
| 5 | Sound & Audio – Sound FX, Music, Ambience | Raylib Part 3 |
| 6 | Artificial Intelligence – FSM, Steering Behaviors | Raylib Part 4 |
| 7 | Midterm Exam | — |
| 8 | Semester Break | — |
| 9 | Game Physics – Physics Simulation Concepts | Unreal Engine Part 1 |
| 10 | Geometry & Collision (Part 1) – Rigid & Deformable Bodies | Unreal Engine Part 2 |
| 11 | Collision (Part 2) – Bounding Volume, Spatial Subdivision | Lab Test 2 |
| 12 | Frustum Culling – Projection & Optimization | Unity Crowd Sim Part 1 |
| 13 | Crowd Simulation – Group Movement & Behaviors | Unity Crowd Sim Part 2 |
| 14 | Optimization & Industry Practices – GPU, LOD, Memory Mgmt | Unity Crowd Sim Part 3 |
| 15 | Final Project Presentation | Showcase |
| 16–17 | Study & Exam Weeks | — |
🧩 Tools & Platforms
- Raylib – For learning core engine concepts
- Unreal Engine – For real-world game engine practices
- Unity – For AI & crowd simulation exercises
📚 References
- Game Engine Architecture – Jason Gregory (4th Ed, 2020)
- Unity in Action – Joe Hocking (2020)
- Real-Time Rendering – Tomas Akenine-Möller et al. (2021)
- Learning C++ by Creating Games with UE4 – William Sherif (2021)
- Game Development Patterns & Best Practices – John D. McKown (2021)
WEEK 3 – 5 – Online Video Lecture
- Watch all the following video about Week 3 – 5
- Component of Game Engine – https://youtu.be/_UMyiQG7Njk?si=B27V-z1nkKoQfwKZ
- UI and Assets for Game Engine – https://www.youtube.com/watch?v=nklUddl0HxQ
- GDLC – https://youtu.be/bro4rwYVo0I?si=vKq1dHTeOE57xI4a
- Camera System – https://www.youtube.com/watch?v=R46e_C4aNNk
NOTES:
OLD NOTES and Information below this line
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