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About the Programme Academic Staff Program Qualifications Lessons Matrix of Course & Program Qualifications Turkish Qualifications Framework (TQF) TQF & Program Qualifications
  1. Vocational School of Information Technologies
  2. Department of Software, Application Development and Analysis
  3. Program in Game Development and Programming
  4. Course Structure Diagram with Credits
  5. Lightweight Game Frameworks
  6. Description
  • Description
  • Learning Outcomes
  • ECTS Credit Load
  • Course's Contribution to Program
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Last Updated: 26/06/2026

Code - Course Title Course Type Laboratory + Practice ECTS
OGP225 - Lightweight Game Frameworks III. SEMESTER 1 +2 3.0
Language of Instruction Türkçe
Course Type Area Elective Courses
Course Instructor(s) ÖĞR. GÖR. GÜVENÇ USANMAZ
Mode of Delivery This course is delivered through face-to-face instruction. Theoretical lectures and laboratory sessions are integrated throughout the semester. The default framework for practical work is Godot; the instructor may prefer an equivalent lightweight framework (e.g., raylib, LÖVE, Pygame).
Place of Delivery
Used Educational Platforms
Prerequisites There are no prerequisites or co-requisites for this course.
Courses Recomended It is recommended to have completed OGP104 Programming II, OGP102 Game Design Principles and XXX7954 Game Engine Technologies before taking this course. Basic programming knowledge will facilitate the learning process.
Recommended Resources Godot Engine. Official documentation: https://docs.godotengine.org/Nystrom, R. (2014). Game Programming Patterns: https://gameprogrammingpatterns.com/
Work Placement This course has no internship or placement requirement.
Aims of the Course

Weeks Learning Outcomes Topics Teaching Methods
Week - 1 Introduction to game frameworks; framework and engine differences; advantages of lightweight architectures; Godot interface and project structure.
Week - 2 Scene tree, nodes; 2D scene and coordinate system.
Week - 3 Drawing libraries: 2D shape and sprite drawing, screen refresh loop, color management.
Week - 4 Event management: keyboard and mouse inputs; signals and event-driven flow.
Week - 5 Window events, timers; state management basics.
Week - 6 Audio management: effect playback, background music loops, volume control.
Week - 7 Collision detection: bounding boxes (AABB), Area2D/CharacterBody2D concepts.
Week - 8 Basic physics integration: movement, friction, simple platform mechanics.
Week - 9 Asset loading: loading image and audio files into memory; resource paths and optimization.
Week - 10 Game loop architecture: update and draw separation, delta time, frame rate fixing.
Week - 11 Scene management: PackedScene, scene transitions, reusable prefab structure.
Week - 12 Cross-platform support: exporting, compilation processes; web/mobile/desktop overview.
Week - 13 Lightweight library comparison: concept mapping with raylib/pygame/Love2D; prototyping strategy.
Week - 14 End-of-term mini game project presentation; code structure and process documentation.

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Assessment Method and Passing Requirements
Quamtity Percentage (%)
Toplam (%)

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