CIS 267 – Beginning Game
Programming
|
Instructor: Chuck Kelly |
Office:
E-120A |
Telephone: (734) 384-4149 |
|
mail: ckelly@monroeccc.edu |
|
Office
Hours:
My office hours for the semester
are posted on my web site and on my office door. Look for me in the computer labs if I am not
in my office.
Text: Beginning Game Programming (Second Edition) - by:
|
Assignments: |
|
|
Grading Scale: |
|
|
Programs |
40% |
|
A |
90%
- 100% |
|
1
Test |
30%
each |
|
B |
80%
- 89% |
|
Project |
30% |
|
C |
70%
- 79% |
|
|
|
|
D |
60%
- 69% |
Student
Responsibilities:
·
Read
material appropriate to lecture topic prior to class.
·
Follow
policies and procedures presented in the College's catalog and course schedule.
·
Check
grade/assignment posting for assignments, due dates and test dates.
·
Turn
off cell phones, pagers and any other device that might disturb class.
·
Ask
questions, often.
·
Understand
the following proverb: “When the student is ready the teacher will appear.”
Programs:
You should plan on spending
outside class time working on the programs. Programs turned in late will
receive a 20% reduction in grade for each class session past the due date. I
will NOT accept a program unless it meets the following criteria:
·
Correctly
performs the operation(s) specified in the assignment.
·
Written
in a clear and concise manner.
·
Proper
source code formatting is used.
·
The
program contains appropriate comments.
General
Policies:
·
Tests
may include material from the lectures and the related chapters in the text.
·
No
lab partners. Do your own work, unless specifically directed to work in a
group.
A grade of incomplete cannot be
given except in the case of serious illness or accident. If you must quit the
class, drop officially at the office to avoid an E on your permanent record.
Class
Schedule:
Week Topic
1.
Overview
of Windows Programming
2.
Windows
Messaging and Event Handling
3.
The
Real-Time Game
4.
Making
Images Move
5.
Introduction
to DirectX
6.
The
DirectX Interfaces
7.
Bitmaps
and Surfaces
8.
Drawing
Animated Sprites
9.
Advanced
Sprite Programming
10.
DirectX
Audio
11.
Handling
Input Devices
12.
Test (A complete
game)
13.
Project
Planning
14.
Project
Milestone
15.
Complete
Game Project
Information
in this document is subject to change at any time and for any reason. J
Your mileage may vary. Void where prohibited. The author make
no warranty either expressed or implied as to the accuracy of this document or any information derived
therefrom.
01/2008
CK