Tentalabbet

TSBK03 · 6 credits · Advanced level (A1N) · Informationsteknologi, Datateknik, Datavetenskap, Medieteknik

Advanced Game Programming

Active · next start HT 2026

100%

passed the latest regular sitting

LAB1 · 15 Oct 2026 · 5 students

100%

passed the regular sittings, all sittings over the last 5 years

LAB1 · 88 students

This module only reports passing results, so the pass rate does not show how many did not pass.

Hand-in or lab

LAB1 Laboratory work with tests

  • G

Main rounds

100% passed · 88 students

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  • 100%9
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Later rounds

No sittings with at least 5 students.

    Show small sittings (17)

    Sittings with fewer than 5 students, often credit transfers or special sittings. They are not part of any figure on this page.

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    Other modules

    Partial exams, hand-ins and labs. They are not part of the figures at the top.

    Hand-in or lab

    PRA1 Project

    • 5
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    Main rounds

    100% passed · 109 students

    • 100%23
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    Later rounds

    No sittings with at least 5 students.

    • Get 4 or 5: 87% (109 students)
    Show small sittings (10)

    Sittings with fewer than 5 students, often credit transfers or special sittings. They are not part of any figure on this page.

    • 100%1
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    Who takes the course?

    About the course

    Aim

    When you have taken the course, you should be able to

    Goal 1: describe current methods for advanced computer graphics, animation, physics and artificial intelligence relevant to games and similar applications

    Goal 2: Explain the basics of parallel programming with a GPU

    Goal 3: implement a selection of the above methods

    Goal 4: formulate and implement a course-relevant project at an advanced level, which should be able to be related to significant publications, and for the highest grades should be based on current research

    Content

    The course aims to provide knowledge of the technology required forto make technologically advanced computer games, interactivetraining systems and simulators. Students learn thekey algorithms, and study a chosen subject deeper in a project.

    Computer Graphics: Stencil buffer. Shadows. HDR. Bump mapping. Stereoscopic display. Physics: Kinetics and kinematics. Rigid bodies. Deformable bodies. Animation. Skinning. AI: Search, behavior, state machines. Networks: Principles for network games. Netlag. Other: Quaternions for rotation. GPU computing.

    Examiner
    Ingemar Ragnemalm
    Scheduled hours
    48 h
    Main field of study
    Informationsteknologi, Datateknik, Datavetenskap, Medieteknik
    Syllabus on Studieinfo ↗