Students will work in groups to extend an existing commercial engine. Students will discuss and design different subsystems of an engine suitable for creating single-page HTML5 games for the Ludum Dare 48 hour competition.
#How to create your own game engine code#
We will use a design-then-build-then-evaluate process, which tends to involve more talking about code than actually writing it. Much of the work of this course will occur in class and in groups. Object.prototype takes some time to wrap your head around ( see also).Javascript's this is determined by how a function is called.Gentle introduction to Javascript classes.Languages: C++, Javascript ( browser, nodejs), and a smattering of Python. Technical communication among group members will play an important role. In the next half, groups will be working to extend a modern engine of their choice.Īll work will take place in groups with diverse skill sets. In the first half of the course, we will be developing our own game engine, suitable for use in the LD48 game-making competition. We will cover both the content authoring and runtime aspects of engines. We will discuss the problems game engines attempt to solve,Įxamine how current state-of-the-art engines address these problems,Īnd create our own engines based on what we learn. Providing or integrating with authoring tools for sounds, images, scripts, and other content to ease the process of creating high-fidelity games. Game engines also handle content creation, Making it easier to create bug-free games that work across multiple platforms. They provide game-relevant abstractions of low-level system services and libraries, Game engines consist of reusable runtime and asset pipeline code. This course will focus not only on the technical details of engine creation, but on the artistic consequences of these technical details (and visa-versa). The game engine creation process is inherently a dialogue among artists, programmers, and those that span both of those categories This course is designed to help students understand, modify, and develop game engines. Instructor: Jim McCann, Hours: HL106B Thursday, 16:30 - 17:30 or by appointment Location: HL 106B ("Studio A" - yes, the lettering is weird) Time: Tuseday and Thursday, 14:30 - 16:20