Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Experiencing aspects of games programming in an introductory computer graphics class
Proceedings of the 38th SIGCSE technical symposium on Computer science education
Interdisciplinary approaches to revitalizing undergraduate computing education
Journal of Computing Sciences in Colleges
An exploratory overview of teaching computer game development
Journal of Computing Sciences in Colleges
Entertainment arts and engineering(or how to fast track a new interdisciplinary program)
Proceedings of the 40th ACM technical symposium on Computer science education
3D game programming as service-learning for CS students
Journal of Computing Sciences in Colleges
Unity Game Development Essentials
Unity Game Development Essentials
Unity 3D Game Development by Example Beginner's Guide
Unity 3D Game Development by Example Beginner's Guide
A snapshot of current practices in teaching the introductory programming sequence
Proceedings of the 42nd ACM technical symposium on Computer science education
Game Development with Unity
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Unity is a game engine, created by Unity Technologies, that makes it possible to develop a wide range of games on diverse platforms. While used extensively in industry, it also has a number of features that make it particularly appealing for use in the classroom. Unity embraces the concept of object-oriented programming, but how it uses objects is somewhat non-standard, raising intriguing object-oriented design questions that can be addressed at a number of different levels. From a practical standpoint Unity is inexpensive, easy to use, has a fairly shallow learning curve, accommodates multiple scripting languages, and ships with intuitive prototyping tools. All this makes Unity attractive for those interested in teaching game programming. This paper will explore these features in depth, and look at the logistics and experiences of those attempting to bring Unity to the classroom.