Game Programming


WS 2013







Note: This page is for a course from a previous semester.
Find a list of current courses on the Teaching page.

This course introduces core game programming techniques. In particular, we will consider the following topics:

  • Game Physics
    • Particle systems
    • Deformable objects (e.g. cloth simulation)
    • Rigid bodies
    • Fluid simulation
  • Animation / Geometry
    • Collision detection
    • Character animation
    • Facial animation
  • Rendering
    • Natural phenomena (sky, clouds, water, fire, etc.)
    • Advanced material rendering (texture tricks, subsurface scattering, procedural techniques, etc.)
    • Screen space techniques (deferred shading, ambient occlusion, etc.)


The course is split into three parts, a lecture period, a seminar and a practical lab:

  • In the lectures (approx. 6 weeks), the theoretical background of game programming will be discussed.
  • In a subsequent seminar (approx. 2 weeks), the participating students will give short presentations about the organization and the techniques they are going to implement in the practical part.
  • In the practical part of the course (approx. 4 weeks) at the end of the semester, students will implement techniques of their choice in teams of 2-3 members.

The topics of the seminar will be distributed at the beginning of the course. Each topic is supposed to consider a specific technique from an up-to-date game. We will make suggestions for possible topics, however you are welcome to propose a technique from the game you like most. The same holds for the practical part of the course where you have the chance to implement state-of-the-art game features (in C++ and OpenGL).


  • Lecture: Thursday, 13:15 - 15:30, 2356|050 (AH V)
  • Best-Of Presentation: Friday, 21.02.2014, 13:00 - 16:00, 2356|051 (AH VI)


The examination consists of:

  • A presentation (approx. 20 minutes) of the results of the practical phase
  • An oral exam (organized as colloquium, approx. 15 minutes) right after the presentation of the practical phase



Basic Techniques in Computer Graphics is recommended. It will be possible to attend this lecture in parallel.

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