Tech - Advanced Data Structures & Algorithms for Game Developers (Rez Graham)
Formation créée le 19/06/2024. Dernière mise à jour le 04/12/2024.
Version du programme : 1
Programme de la formation
Uncover the power of advanced data structures and algorithms for high-performance game development with Rez Graham, Programming expert (and previously Senior AI programmer at Maxis on the Sims). Master those essential programming skills through practical exercises and real-world examples. You will reach the next level on various topics including arrays, linked lists, hash tables, trees, graphs, search, and pathfinding algorithms. September 24th to 27th 2024 - 2 hours/day - From 9:00am to 11:00am - Remote training 1) Core Data Structures a- Core data structures b- Performance example 2) Trees a- Spatial partitioning b- Exercise: implementing spatial partitioning 3) Graphs & basic graph algorithms a- Graph types b- Breadth-first search & depth-first search c- Graph puzzle 4) Practical graph theory a- Pathfinding (Dijkstra & A*) b- Practical examples
Objectifs de la formation
- Go beyond the API
- Learn the underlying implementations of core data structures and algorithms
- Understand and apply advanced data structures like trees and graphs in game development
- Master key algorithms, including BFS, DFS, Dijkstra's, and A*, to optimize game performance and solve complex problems efficiently
Profil des bénéficiaires
- C++/C# Programmers
- C++ or C# programming background
- Access to a C++ programming environment (e.g. Visual Studio)
- Master Class in English
Contenu de la formation
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Core Data Structures
- Core data structures Data structures and their importance in games.
- Performance example Detail advanced properties of arrays, linked lists, and hash tables. CPU cache, performance characteristics, and so on.
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Trees
- Spatial partitioning Refresher on trees (BSTs, RB-Trees)
- Exercise: implementing spatial partitioning Spatial partition, quad trees, and BSPs. Spatial partitioning implementation
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Graphs & basic graph algorithms
- Graph types
- Breadth-first search & depth-first search Core graph algorithms: breadth-first search & depth-first search
- Graph puzzle Examples of graph problems
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Practical graph theory
- Pathfinding (Dijkstra & A*)
- Practical examples Practical graph problem
David “Rez” Graham is a senior AI programmer currently working independently on a self-funded unannounced project. He is also the Director of Game Programming at the Academy of Art University’s School of Game Development where he built the entire Game Programming curriculum from scratch. He has worked in the games industry as an engineer since 2005 spending most of that time working on various kinds of AI, from platformer enemy AI to full simulation games. Most recently, he was the Lead AI Programmer on The Sims 4 at Maxis. Prior to that, he worked at PlayFirst, Slipgate Ironworks, Planet Moon Studios, and Super-Ego Games. He is the co-author of Game Coding Complete, 4th Edition, has two articles in Game AI Pro, one article in Game AI Pro 3, and regularly speaks at The Game Developers Conference. Rez spends his free time acting, performing magic, and running tabletop RPGs.
- Evaluation des compétences acquises via un questionnaire
- Practical exercises throughout the training - Theoretical contributions. Presentation and resources distributed at the end of the training.
Qualité et satisfaction
Modalités de certification
- Délivrance d'un certificat de réalisation