Game Engine Dev II

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)

WeekTopics & ActivitiesFocus
1Intro to Game Engine – Konsep asas, genre game & asset pipelineRaylib Basics
2Core Components – Input, Renderer, Sound, Networking, GUI, AI, MemoryRaylib Examples
3Software Engineering for Games – SDLC, Documentation & StandardsRaylib Control
4Input & Interaction – Keyboard, Controller, CameraLab Test 1
5Sound & Audio – Sound FX, Music, AmbienceRaylib Part 3
6Artificial Intelligence – FSM, Steering BehaviorsRaylib Part 4
7Midterm Exam
8Semester Break
9Game Physics – Physics Simulation ConceptsUnreal Engine Part 1
10Geometry & Collision (Part 1) – Rigid & Deformable BodiesUnreal Engine Part 2
11Collision (Part 2) – Bounding Volume, Spatial SubdivisionLab Test 2
12Frustum Culling – Projection & OptimizationUnity Crowd Sim Part 1
13Crowd Simulation – Group Movement & BehaviorsUnity Crowd Sim Part 2
14Optimization & Industry Practices – GPU, LOD, Memory MgmtUnity Crowd Sim Part 3
15Final Project PresentationShowcase
16–17Study & 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

  1. Game Engine Architecture – Jason Gregory (4th Ed, 2020)
  2. Unity in Action – Joe Hocking (2020)
  3. Real-Time Rendering – Tomas Akenine-Möller et al. (2021)
  4. Learning C++ by Creating Games with UE4 – William Sherif (2021)
  5. Game Development Patterns & Best Practices – John D. McKown (2021)

WEEK 3 – 5 – Online Video Lecture

  1. Watch all the following video about Week 3 – 5

NOTES:


OLD NOTES and Information below this line

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