Four - Video Gaming Programs
1. Video Game Development Foundations
This 200+ hour, four-course pack includes everything you need to get started as a 3D game engine developer. It includes thorough training in C++ programming, core mathematics, and foundation level 3D graphics engine development. This is the best enrollment bundle choice for the majority of incoming students. Program includes:
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In this first C++ course, an introduction to C++ programming basics, you will become proficient with core C++ topics such as variables, console input and output, functions, loops, programming logic, pointers, strings, classes, and object oriented design and methodologies. In addition, you will study more complex C++ subject matter, such as operator overloading, file input and output, inheritance, and polymorphism. When practical to do so, game related examples are used to motivate the discussions. Quizzes, a midterm, and a final will make up your grade.
Topics covered in Module I, Beginning C++ Game Programming:
Module II Description
In this second C++ video game programming course, you will begin to move away
from the text-based console applications we built together in Module I, and
begin to examine Windows programming with the Win32 API. With the Win32 API, you
will be able to write programs that look a lot more like those that you are
probably very familiar with; ones with resizable windows, mouse input, graphics,
menus, toolbars, scroll bars, dialog boxes, and controls.
Of particular interest to us as game programmers is the ability to do graphics
with the Win32 API, something which is not possible with the pure C++
programming language. You will learn about fundamental graphic concepts such as
double buffering, sprites, animation and timing, and masking. By the end of this
C++ video game programming course, you will have developed a fully functional 2D
game, complete with graphics, physics, artificial intelligence, and input via
the mouse. After completing this game programming with C++ course, you will be
adequately prepared for your first course in 3D graphics programming.
Quizzes, a midterm, and a final will make up your grade.
Topics covered in Module II:
This DirectX9 Graphics Programming course was specifically designed to be the first course that a student takes at Game Institute following their C++ training. It represents the beginning of the core training you will receive here at Game Institute as you study to become a professional game developer. Although this is a targeted as a beginner/intermediate level course, even if you have some previous 3D graphics experience, you are likely to encounter a significant amount of useful information and learn some new techniques along the way.
What are some of the topics we will study in this course?
In Module I you will begin a detailed exploration of the basic features of the
DirectX Graphics fixed-function pipeline. You will learn how to use each of the
features individually and then in combination to render complex 3D scenes. The
course will begin with an examination of all the 3D mathematics that you'll need
for most of this series, so you can get started right away after your C++
training is complete. Then you'll learn how to create your own software
transformation and rendering pipeline to ensure that you have a good
understanding of the basics. From that point forward you will begin using the
DirectX API to render your 3D scenes.
The topics discussed include:
This primer course reviews the fundamental mathematics necessary to get you started with game development. Essentially it is a quick review of all the key math topics that you studied in you high school level mathematics classes. The purpose here is to quickly prepare you for the more advanced mathematics you will study in the 3D Game Engine Programming series and ultimately in the Game Mathematics course (both of which assume this prior knowledge). This primer combines key elements from the fields of algebra, geometry, and trigonometry in a way that makes sure that if you are a little rusty in these areas, you will feel comfortable before moving on with your other studies.
This 250+ hour, five-course pack includes a variety of advanced courses that cover high-level game mathematics theory, 3D graphics engine technologies, real-time physics programming, and core AI techniques for games. This is our largest training package and is a solid choice for advanced students who want to expand their horizons beyond their core training and begin branching out into other areas. This is the follow up program to the Video Game Development Foundations program.
Click here for a demo
Now that you have a good grasp of the basics after finishing Module I in this
series, it is time to tackle more challenging subject matter. In this DirectX9
programming course you will start building a more robust set of 3D graphics
technologies utilizing the features of the DirectX Graphics fixed-function
pipeline as well as proprietary non-platform specific tools. Along the way you
will implement a number of exciting core components for use in your games
(dynamic scene hierarchies, animated game characters, beautiful trees, a
powerful collision detection/response system, and much more) as well as some
helpful tools to aid in the game design process. This is a very large course and
covers these topics with a level of detail you simply will not find anywhere
else. As such it is going to require a real commitment from you to want to
develop the best possible engine you can.
After completing this DirectX9 programming course, you will have created a
powerful set of foundation tools upon which to build. And this is exactly what
you are going to do in a series of targeted workshops that walk you through the
design and construction of your own real-time 3D game engine. Your final engine
will include support for all of the features that are on display in modern
games: global illumination models, vertex and pixel shaders, bump and
environment mapping, real-time shadows, particle systems, and many other very
advanced effects. So Module II is a firm pre-requisite for students who intend
to continue with the engine and tools design workshops.
The topics discussed include:
This Artificial Intelligence Programming for Video Game Developers course
primarily explores two of the most significant areas of game AI: decision making
and environment navigation. Decision-making allows your artificial intelligence
entities to appear to make intelligent choices about how they will interact with
the world around them and how they will react to various events that take place
in that world. This subject will be explored from the perspective of both
individual entities as well as from the perspective of groups or "squads" of
entities. You will also examine various ways that entities can intelligently
navigate their environment. This allows the decisions they make to translate
into realistic and coordinated movement through the game world.
The topics discussed include:
This course will introduce you to the fundamental mathematics used in the modern game engine development process. Combining key elements from the fields of geometry, trigonometry, and linear algebra, you will learn about the core game mathematics used by all game developers to make realistic computer games.
What will I learn if I take this course?
You will learn how to use mathematics to solve challenging problems in game development. The math for games lessons cover the following topics:
By applying the laws of physics, you can realistically model nearly everything that bounces, flies, rolls, slides, or isn't sitting still. This allows you to create compelling, believable content for your computer games, simulations, and animation. If you want to enrich your games with physics-based realism, this course will provide you with an excellent starting point. The video game physics topics you will learn range from basic Newtonian physics to vehicle modeling to spring-mass systems.
What will I learn if I take this course?
Part one of Physics for Game Developers is a mechanics primer that reviews basic
concepts and addresses aspects of rigid body dynamics, including kinematics,
force, and kinetics. In part two you will apply these concepts to specific
real-world problems, such as projectiles, boats, airplanes, and cars. Part three
introduces real-time simulations and will show you how they apply to modern
computer games.
The lessons cover the following topics:
This primer course reviews the fundamental mathematics necessary to get you started with game development. Essentially it is a quick review of all the key math topics that you studied in you high school level mathematics classes. The purpose here is to quickly prepare you for the more advanced mathematics you will study in the 3D Game Engine Programming series and ultimately in the Game Mathematics course (both of which assume this prior knowledge). This primer combines key elements from the fields of algebra, geometry, and trigonometry in a way that makes sure that if you are a little rusty in these areas, you will feel comfortable before moving on with your other studies.
3. C++ for Game Developers
This two-course pack is an excellent choice if you are looking to learn the C++ programming language and how to apply it in the Windows environment. Great for beginners or even experienced programmers who wish to brush up. After completing these courses, you will be able to write very advanced C++ applications and you will be prepared to take on our 3D programming courses.
In this first C++ course, an introduction to C++ programming basics, you will become proficient with core C++ topics such as variables, console input and output, functions, loops, programming logic, pointers, strings, classes, and object oriented design and methodologies. In addition, you will study more complex C++ subject matter, such as operator overloading, file input and output, inheritance, and polymorphism. When practical to do so, game related examples are used to motivate the discussions. Quizzes, a midterm, and a final will make up your grade.
Topics covered in Module I, Beginning C++ Game Programming:
Module II Description
In this second C++ video game programming course, you will begin to move away
from the text-based console applications we built together in Module I, and
begin to examine Windows programming with the Win32 API. With the Win32 API, you
will be able to write programs that look a lot more like those that you are
probably very familiar with; ones with resizable windows, mouse input, graphics,
menus, toolbars, scroll bars, dialog boxes, and controls.
Of particular interest to us as game programmers is the ability to do graphics
with the Win32 API, something which is not possible with the pure C++
programming language. You will learn about fundamental graphic concepts such as
double buffering, sprites, animation and timing, and masking. By the end of this
C++ video game programming course, you will have developed a fully functional 2D
game, complete with graphics, physics, artificial intelligence, and input via
the mouse. After completing this game programming with C++ course, you will be
adequately prepared for your first course in 3D graphics programming.
Quizzes, a midterm, and a final will make up your grade.
Topics covered in Module II:
4. 3D Graphics Development
This two-course pack offers an incredible inside look at the foundations of 3D graphics engine development for games and related simulations. It is our most highly recommended package if you are already an experienced C++ programmer and wish to get started making games. You will cover intermediate and advanced programming techniques and develop reusable tools and classes to serve as the backbone of your own game engine.
This DirectX9 Graphics Programming course was specifically designed to be the first course that a student takes at Game Institute following their C++ training. It represents the beginning of the core training you will receive here at Game Institute as you study to become a professional game developer. Although this is a targeted as a beginner/intermediate level course, even if you have some previous 3D graphics experience, you are likely to encounter a significant amount of useful information and learn some new techniques along the way.
What are some of the topics we will study in this course?
In Module I you will begin a detailed exploration of the basic features of the
DirectX Graphics fixed-function pipeline. You will learn how to use each of the
features individually and then in combination to render complex 3D scenes. The
course will begin with an examination of all the 3D mathematics that you'll need
for most of this series, so you can get started right away after your C++
training is complete. Then you'll learn how to create your own software
transformation and rendering pipeline to ensure that you have a good
understanding of the basics. From that point forward you will begin using the
DirectX API to render your 3D scenes.
The topics discussed include:
Now that you have a good grasp of the basics after finishing Module I in this
series, it is time to tackle more challenging subject matter. In this DirectX9
programming course you will start building a more robust set of 3D graphics
technologies utilizing the features of the DirectX Graphics fixed-function
pipeline as well as proprietary non-platform specific tools. Along the way you
will implement a number of exciting core components for use in your games
(dynamic scene hierarchies, animated game characters, beautiful trees, a
powerful collision detection/response system, and much more) as well as some
helpful tools to aid in the game design process. This is a very large course and
covers these topics with a level of detail you simply will not find anywhere
else. As such it is going to require a real commitment from you to want to
develop the best possible engine you can.
After completing this DirectX9 programming course, you will have created a
powerful set of foundation tools upon which to build. And this is exactly what
you are going to do in a series of targeted workshops that walk you through the
design and construction of your own real-time 3D game engine. Your final engine
will include support for all of the features that are on display in modern
games: global illumination models, vertex and pixel shaders, bump and
environment mapping, real-time shadows, particle systems, and many other very
advanced effects. So Module II is a firm pre-requisite for students who intend
to continue with the engine and tools design workshops.
The topics discussed include:
These programs are offered in partnership with The Game Institute™ is the nation’s leading provider of online professional training exclusively in the field of video game production.