Programming Mobile Games (3 cr)
Code: TTAN013-3010
General information
- Enrollment
-
30.12.2024 - 26.01.2025
Registration for the implementation has ended.
- Timing
-
01.01.2025 - 31.07.2025
Implementation is running.
- Number of ECTS credits allocated
- 3 cr
- Local portion
- 3 cr
- Mode of delivery
- Contact learning
- Unit
- Teknologia
- Teaching languages
- Finnish
- Degree programmes
- Bachelor’s Degree in Information and Communication Technology
Realization has 10 reservations. Total duration of reservations is 32 h 30 min.
Time | Topic | Location |
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Mon 17.03.2025 time 08:30 - 11:45 (3 h 15 min) |
Mobiilipelien ohjelmointi / Programming Mobile Games TTAN013-3010 |
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Mon 24.03.2025 time 08:30 - 11:45 (3 h 15 min) |
Mobiilipelien ohjelmointi / Programming Mobile Games TTAN013-3010 |
Teams
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Mon 31.03.2025 time 08:30 - 11:45 (3 h 15 min) |
Mobiilipelien ohjelmointi / Programming Mobile Games TTAN013-3010 |
Teams
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Mon 07.04.2025 time 08:30 - 11:45 (3 h 15 min) |
Mobiilipelien ohjelmointi / Programming Mobile Games TTAN013-3010 |
Teams
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Mon 14.04.2025 time 08:30 - 11:45 (3 h 15 min) |
Mobiilipelien ohjelmointi / Programming Mobile Games TTAN013-3010 |
Teams
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Mon 28.04.2025 time 08:30 - 11:45 (3 h 15 min) |
Mobiilipelien ohjelmointi / Programming Mobile Games TTAN013-3010 |
Teams
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Mon 05.05.2025 time 08:30 - 11:45 (3 h 15 min) |
Mobiilipelien ohjelmointi / Programming Mobile Games TTAN013-3010 |
Teams
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Mon 12.05.2025 time 08:30 - 11:45 (3 h 15 min) |
Mobiilipelien ohjelmointi / Programming Mobile Games TTAN013-3010 |
Teams
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Mon 19.05.2025 time 08:30 - 11:45 (3 h 15 min) |
Mobiilipelien ohjelmointi / Programming Mobile Games TTAN013-3010 |
Teams
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Mon 26.05.2025 time 08:30 - 11:45 (3 h 15 min) |
Mobiilipelien ohjelmointi / Programming Mobile Games TTAN013-3010 |
Teams
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Objective
Students will understand the limitations and constraints of mobile platforms in game programming. They will be able to identify the differences between different mobile platforms and understand the requirements of code portability. Students will be able to implement game or other real time graphics applications in a mobile device.
Content
Different mobile platforms and differences between them.
Code portability and constraints.
Use of different SDKs
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
The students are able to apply their learning in variety of ways to different types of tasks.
Assessment criteria, good (3)
The students are able to use methods they have learnt during the course as required.
Assessment criteria, satisfactory (1)
The students are familiar with and proficient in the basic concepts of the course.
Prerequisites
C++ programming
Further information
Delivered in either Finnish or Finnish