Course Goals

Computer Game Programming will help you build the programming skills needed to turn ideas into games. This means we'll be covering both runtime systems and the asset pipelines to fuel them, along with some game-design exercises (with an eye to thrifty code).

The philosophy of this course is to learn by building games, from (nearly) the ground up — this means lots of C++ and OpenGL hacking, a smattering of scripting (shell, python, javascript), and a lot of documentation-reading. You do not need to be an expert in any of these things, but it would help if you are familiar with C++ and the modern OpenGL (3.3+) API.

Previous years with similar content: Game Programming '25, Game Programming '24, Game Programming '23, Game Programming '22, Game Programming '21, Game Programming '20, Game Programming '19, Game Programming '18, Game Programming '17, Game Programming '09.

Work

Students will be graded out of 20 + 3N + 6 points, divided as follows:

PointsWork
6Class Participation
3NSmall Games
20Final Game

You will often be reading lesson materials asynchronously, then discussing the material in class; your class participation score will be based on your contributions to these discussions. Small games will be assigned roughly weekly to highlight basic game-related functions. The Final Game will be a larger undertaking by groups of 3-4.

There are no late days; however, if your lowest small game score is less than 3, it will be replaced by a 3 when computing your grade.

Life Advice

Being sick isn't fun. University health services often has flu vaccine available starting in September. Anti-SARS-CoV-2 measures may also work well against influenza.

Mental health is an important aspect of physical health. CMU's CaPS services exist to help you manage your mental state.

If you have a disability and are registered with the Office of Disability Resources, I encourage you to use their online system to notify me of your accommodations and discuss your needs with me as early in the semester as possible. I will work with you to ensure that accommodations are provided as appropriate. If you suspect that you may have a disability and would benefit from accommodations but are not yet registered with the Office of Disability Resources, I encourage you to contact them at access@andrew.cmu.edu.

Don't Steal

Using other people's code or data without giving credit is plagiarism. Plagiarism is an immoral activity that I take very seriously. If you plagiarize, you will fail the class, and I will do my best to make sure you are removed from CMU entirely.

All you need to do to avoid plagiarism is to make sure to give credit for the code and data you use in you project. Something as simple as the comment "//based on https://wiki.libsdl.org/SDL_CreateWindow" can save your academic career from ruin.

Additionally, most human-created works are covered by copyright and thus subject to some sort of license agreement. Make sure that code and data you use has a license agreement compatible with this course. For example, I am unwilling to pay for a license for a library so I can compile your code, or sign a non-disclosure agreement so I can read it.

Do not use "AI" systems in this class. Don't "brainstorm with a chatbot," ignore "AI summaries" in search results and elsewhere, and consider even turning off autocomplete. These systems regurgitate amalgams of others' work; and are based on work not licensed explicitly for "AI training". The output is, thus, in my view, both plagiarised and the result of copyright violation; and, therefore, entirely unsuitable for use in the context of this class. Also, using "AI" tools stops you from using (and developing) your abilities to think, code, and make art.

It is, of course totally fine to create your own AI systems in the classic sense -- building rules to drive NPCs in your games.

Finally, there are two course rules which restrict your use of others' creations beyond the basic requirements of ethics and legality:

  1. Avoid code from previous iterations of this course. There is a lot of it out there, but just don't look at it. You will learn less.
  2. Follow any game-specific rules. (E.g., some games require you to author all assets yourself so you understand the tools.)

Work Together

This is a course that involves writing a lot of code. Please, by all means, work together!

Resources

The course does not have a textbook. However, there are several documents available on the internet that you may find useful:

There are also some great, cross-platform content-creation tools that we will use in our asset pipelines:

And some places to get free game assets:

Schedule

Schedule subject to change.

Due dates "before class" unless noted otherwise.

August
Tues 25 Aug
Thur 27 Aug
September
Tues 1 Sep
Thur 3 Sep
  • Scene Graphs
  • Game1 Showcase
  • Aside: Benchmarking
  • Scene efficiency.
Tues 8 Sep
Thur 10 Sep
  • Before class: finish Learning Music
  • Music Theory by and for beginners
  • Game2 Showcase
Tues 15 Sep
  • Dialog and choice pipelines
  • At 3:20 we will head to GHC4401 for the CMGC talk.
Thur 17 Sep
Tues 22 Sep
Thur 24 Sep
  • Game4 Showcase
  • HTTP
Tues 29 Sep
October
Thur 1 Oct
  • Game5 Showcase
  • Participate in the Ludum Dare #60 game jam (date TBD) get +1pt extra credit.
Tues 6 Oct
  • Show Ludum Dare Games
  • final game idea generation
Thur 8 Oct
  • Game6 Showcase
  • Theme selection
  • Set up group infrastructure
  • Write planning docs
Tues 13 Oct
No Class: Fall Break
Thur 15 Oct
No Class: Fall Break
Tues 20 Oct
  • The ECS Paradigm
  • Team check-ins
  • Prototype work time
Thur 22 Oct
  • Framebuffers
  • Linear Blend Skinning Example Code
  • Prototype work time
Tues 27 Oct
Thur 29 Oct
November
Tues 3 Nov
No Class: Democracy Day
Thur 5 Nov
Tues 10 Nov
Thur 12 Nov
  • Game Theory, Planning, and Value Functions
  • The confusing state of cross-platform graphics APIs
  • Build out work time
Tues 17 Nov
  • Writing nifty shaders (water, ambient occlusion, edge detection, GPU particles)
  • OpenXR
  • Android
  • OpenXR + Android sample code
  • set up distribution (itch.io?)
Thur 19 Nov
Tues 24 Nov
Thur 26 Nov
No Class: Thanksgiving
December
Tues 1 Dec
Thur 3 Dec
Fri 4 Dec
Final Games Launch Party (Time and Location TBD.)
OUT Aug 25 Game1: Sprite-Based Game DUE Sep 1
OUT Sep 1 Game2: The Virtual World DUE Sep 8
OUT Sep 8 Game3: Require Sound DUE Sep 15
OUT Sep 15 Game4: Choice-Based Game DUE Sep 22
OUT Sep 22 Game5: Multiplayer DUE Sep 29
OUT Sep 29 Game6: Physics DUE Oct 6
OUT Oct 20 final A: Prototype DUE Oct 27
OUT Oct 27 final B: Vertical Slice DUE Nov 5
OUT Nov 5 final C: Build Out DUE Nov 24
OUT Nov 24 final D: Polishing & Presskit DUE Dec 3