CS 4850 — Building Game Engines
4 semester hoursUndergraduateLectureusually offered: springOnlineOnline
Discusses the components of game engines and strategies for their software implementation. Includes graphics management algorithms (animation, scene graph, level of detail); basic artificial intelligence algorithms (search, decision making, sensing); and related algorithmic issues (networking, threading, input processing). Explores the use of data-driven software design. Offers students an opportunity to use a rendering engine and to build and integrate several software components to create a complete game engine. Requires students to work on several individual assignments to apply the algorithms and then develop a project in a team. Offers students an opportunity to learn team/project management; work division; team communication; and the software development cycle of implementation, testing, critique, and further iteration. Students who do not meet course prerequisites may seek permission of instructor.
Prerequisites
Offering history
| Term | Sections | Enrolled | Capacity | Full | Open seats/section |
|---|---|---|---|---|---|
| Spring 2024 | 1 | 40 | 30 | 133% | 0.0 |
| Spring 2025 | 1 | 25 | 26 | 96% | 1.0 |
Snapshots from scheduled scrapes — not live seat availability. "Full" can exceed 100% when sections over-enroll.
Meeting times
Share of recent sections by weekday: M 0% · T 0% · W 0% · Th 0% · F 0%
Common patterns: async (100% of sections) — in patterns, R means Thursday
Professors
Spring
- Michael Shah (62% of students) · reviews
- Ryon Sajnovsky (38% of students) · reviews
Percentages are each professor's average share of the season's enrolled students in recent terms.
Links
Official catalog (CS course descriptions) · Student reviews on RateMyHusky · All CS courses · Plan it at numap.app