SE 352 | Course Introduction and Application Information

Course Name
Network Programming in Computer Games
Code
Semester
Theory
(hour/week)
Application/Lab
(hour/week)
Local Credits
ECTS
SE 352
Fall/Spring
3
0
3
5

Prerequisites
None
Course Language
English
Course Type
Elective
Course Level
-
Course Coordinator -
Course Lecturer(s)
Assistant(s) -
Course Objectives The objective of this course is to introduce students with the concepts of network programming, and give them hands on experience on programming multi player and massively multiplayer games. The topics in this lecture include: introduction to network layers, TCP and UDP socket programming, adhoc style one to one games programming, one to many games programming and game servers, issues in networked graphics, consistency, latency, scalability, security and compression algorithms.
Course Description The students who succeeded in this course;
  • Students will be able to know how to use network sockets
  • Students will be able to know how to program one to one games
  • Students will be able to know how to progam one to many games
  • Students will be able to know how to achieve consistency and security in multiplayer games
  • Students will be able to know how to solve latency and scalability problems in computer games
Course Content In this course, students learn the theoretical aspects of networking in computer games and practically implement these algorithms in their own multiplayer computer games.

 



Course Category

Core Courses
Major Area Courses
X
Supportive Courses
Media and Management Skills Courses
Transferable Skill Courses

 

WEEKLY SUBJECTS AND RELATED PREPARATION STUDIES

Week Subjects Related Preparation
1 Introduction Course book Ch.1
2 Socket programming Lecture slides
3 One to one games Course book Ch.2
4 Project meeting
5 One to many games Course book Ch.4
6 Issues in networked graphics Course book Ch.5
7 Consistency Course book Ch.11
8 Latency Course book Ch.11
9 Midterm
10 Scalability Course book Ch.12
11 Compression Course book Ch.13
12 Project meeting
13 Cheating and security Lecture slides
14 Storing online data Lecture slides
15 Project presentations
16 Review of the Semester  

 

Course Notes/Textbooks

Networked graphics: Building networked games and virtual environments. Anthony Steed, Manuel Fradinho Oliveira. Morgan Kaufmann, ISBN 0123744237

Suggested Readings/Materials

Course presentation & Internet sources

 

EVALUATION SYSTEM

Semester Activities Number Weigthing
Participation
1
10
Laboratory / Application
Field Work
Quizzes / Studio Critiques
Homework / Assignments
Presentation / Jury
1
30
Project
1
60
Seminar / Workshop
Oral Exams
Midterm
Final Exam
Total

Weighting of Semester Activities on the Final Grade
3
100
Weighting of End-of-Semester Activities on the Final Grade
Total

ECTS / WORKLOAD TABLE

Semester Activities Number Duration (Hours) Workload
Theoretical Course Hours
(Including exam week: 16 x total hours)
16
2
32
Laboratory / Application Hours
(Including exam week: 16 x total hours)
16
1
Study Hours Out of Class
16
2
Field Work
Quizzes / Studio Critiques
Homework / Assignments
Presentation / Jury
1
20
Project
1
50
Seminar / Workshop
Oral Exam
Midterms
Final Exam
    Total
150

 

COURSE LEARNING OUTCOMES AND PROGRAM QUALIFICATIONS RELATIONSHIP

#
Program Competencies/Outcomes
* Contribution Level
1
2
3
4
5
1

To have adequate knowledge in Mathematics, Science, Computer Science and Software Engineering; to be able to use theoretical and applied information in these areas on complex engineering problems.

X
2

To be able to identify, define, formulate, and solve complex Software Engineering problems; to be able to select and apply proper analysis and modeling methods for this purpose.

X
3

To be able to design, implement, verify, validate, document, measure and maintain a complex software system, process, or product under realistic constraints and conditions, in such a way as to meet the requirements; ability to apply modern methods for this purpose.

X
4

To be able to devise, select, and use modern techniques and tools needed for analysis and solution of complex problems in software engineering applications; to be able to use information technologies effectively.

X
5

To be able to design and conduct experiments, gather data, analyze and interpret results for investigating complex Software Engineering problems.

X
6

To be able to work effectively in Software Engineering disciplinary and multi-disciplinary teams; to be able to work individually.

X
7

To be able to communicate effectively in Turkish, both orally and in writing; to be able to author and comprehend written reports, to be able to prepare design and implementation reports, to be able to present effectively, to be able to give and receive clear and comprehensible instructions.

8

To have knowledge about global and social impact of engineering practices and software applications on health, environment, and safety; to have knowledge about contemporary issues as they pertain to engineering; to be aware of the legal ramifications of Engineering and Software Engineering solutions.

9

To be aware of ethical behavior, professional and ethical responsibility; to have knowledge about standards utilized in engineering applications.

10

To have knowledge about industrial practices such as project management, risk management, and change management; to have awareness of entrepreneurship and innovation; to have knowledge about sustainable development.

11

To be able to collect data in the area of Software Engineering, and to be able to communicate with colleagues in a foreign language.

X
12

To be able to speak a second foreign language at a medium level of fluency efficiently.

13

To recognize the need for lifelong learning; to be able to access information, to be able to stay current with developments in science and technology; to be able to relate the knowledge accumulated throughout the human history to Software Engineering.

*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest