BAHÇEŞEHİR UNIVERSITY
FACULTY OF ENGINEERING
DEPARTMENT OF COMPUTER ENGINEERING
PROJECT TITLE COMES HERE!
Submitted by
EMRE C. (STUDENT NAME)
079….. (STUDENT NO)
Advisor
KEMAL EGEMEN ÖZDEN
İSTANBUL, JANUARY 2014
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BAHÇEŞEHİR UNIVERSITY
FACULTY OF ENGINEERING
DEPARTMENT OF COMPUTER ENGINEERING
This project work submitted by E… C… has been done under my supervision. I hereby state that the work outlined in this report satisfies the requirements of the compulsory “Capstone Project I” course, and E…. C… can take the capstone project examination.
Signature and Date
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ADVISOR NAME-SURNAME
E… C… has taken and passed the capstone project examination in our presence on January ……., 2014. We hereby certify that this project work fulfills all requirements of “Capstone Project I” course.
THE EXAMINATION COMMITTEE
Committee Member Signature
1. ………………………….. ………………………..
2. ………………………….. ………………………..
3. ………………………….. ………………………..
I have reviewed this capstone project report submitted by E… C…. I hereby endorse the project work described here as a “Capstone Project I.”
Signature and Date
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Prof. Dr. Taşkın Koçak
Chairman of the Dept. of Computer Engineering
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SUMMARY
Summary of the project will come here. The summary length must be between 100-220 words. The project summary is the first impression the reader gets of your project, so you must precisely define the importance of the problem you address, main goal and steps of your project. You must briefly mention about what you have done until now and give the experimental results (if any) you have obtained until now. You may also emphasize the open problems that can be dealt in the future studies.
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ÖZET
İngilizce özetin aynısı Türkçe olarak yazılacak.ACKNOWLEDGEMENTS
I want to thank my Design Project advisor K. Egemen Özden on helping and guiding me on my project and every single person who helped me on creators.xna.com forums. Also I want to thank to my family and friends who gave me moral support on my thesis.
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E…. C….
İstanbul, January 2014
TABLE OF CONTENTS
SUMMARY I
ÖZET II
ACKNOWLEDGEMENTS III
TABLE OF CONTENTS IV
LIST OF FIGURES AND TABLES V
ABBREVIATIONS VI
1 Introduction 1
2 Related Works 2
3 Materials and Methods 2
4 Experimental Results 3
5 Conclusion 4
6 References 5
7 Appendix A 6
7.1 Xbox 360 Technical Specifications 6
8 Curriculum Vitae 8
LIST OF FIGURES AND TABLES
Figure 31: The XNA Content Pipeline. 3
Figure 41: Exemplary figure. A brief explanation of the figure comes here. 3
ABBREVIATIONS
XNA: XNA Framework
PSK: Platformer Starter Kit
GSM: Game State Management sample.
API: Application Programming Interface
IDE: Integrated Development Environment
HAL: Hardware Abstraction Layer
HEL: Hardware Emulation Layer
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1 Introduction
The introduction part must include a brief description of the project. Then, the reasons for selecting this project topic must be explained. Afterwards, give a summary of the previous research and studies on your topic. You must summarize the goals of your project step by step. Then, you need to give a summary of the experimental results you have obtained. Also, mention the contributions of your project to the problems you address.
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Thesis Outline
The outline of this thesis is as follows:
Section 2 describes …… ………………………………………………… ………… ……… ……… …….…… ………………………………………………… ………… ……… ……… …….
Section 3 presents …… ………………………………………………… ………… ……… ……… …….…… ………………………………………………… ………… ……… ……… …….
Section 4 introduces …… ………………………………………………… ………… ……… ……… …….…… ………………………………………………… ………… ……… ……… …….
Section 5 describes …… ………………………………………………… ………… ……… ……… …….…… ………………………………………………… ………… ……… ……… …….
Section 6 presents conclusions about work carried during and end of progress of project.
2 Related Works
In this section, you must give the literature studies about your project topic in detail. You can also divide this section into further subsections to better organize your project.
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3 Materials and Methods
This section of the report must give a detailed account of the procedure and steps that were followed in completing the experiment(s) discussed in the report. You must explain clearly how you conducted your study and which data you have used to evaluate your methods. Provide the diagrams you used while building your system such as flowcharts, ER diagrams, use-case diagrams, UML diagrams, etc.
Figure 31: The XNA Content Pipeline.
4 Experimental Results
In this section, the experimental results you have obtained must be given. The function of the experimental results section is to objectively present your key results, without interpretation, in an orderly and logical sequence using both text and illustrative materials (Tables and Figures). The results section always begins with text, reporting the key results and referring to your figures and tables as you proceed. All the figures and tables included in your project report must be at least once cited inside the text.
(1)
Example Equation: (Alignment: Center, Equation No)
Figure 41: Exemplary figure. A brief explanation of the figure comes here.
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5 Conclusion
In the Conclusion section, you must interpret your results in light of what was already known about the subject of the investigation, and to explain our new understanding of the problem after taking your results into consideration. Briefly summarize the goals of your study, the results you have obtained, and the conclusions.
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6 References
[1] Chad Carter, Microsoft XNA Unleashed: Graphics and Game Programming for Xbox 360 and Windows, Sams (August 5, 2007)
[2] Alexandre Santos Lobao, Bruno Pereira Evangelista, and Joseacute Antonio Leal de Farias, Beginning XNA 2.0 Game Programming: From Novice to Professional (Expert's Voice in Game Programming), Apress, April 2008
[3] Joseph B Hall, XNA Game Studio Express: Developing Games for Windows and the Xbox 360, Course Technology PTR, first edition, September 2007.
[4] Aaron Reed, Learning XNA 3.0: XNA 3.0 Game Development for the PC, Xbox 360, and Zune. O'Reilly Media, Inc., December 2008
[5] Hui, Y.C., Prakash, E.C., and Chaudhari, N.S. Game AI: artificial intelligence for 3D path finding, IEEE Region 10 Conference TENCON’04. Volume-B, Page(s): 306 – 309, May 2006.
[6] http://creators.xna.com, Visit Date: 11.2008 ~ 1.2009
[7] http://www.msdn.com Visit Date: 11.2008 ~ 12.2008
[8] http://www.ziggyware.com Visit Date: 11.2008 ~ 12.2008
7 Appendix A
7.1 Xbox 360 Technical Specifications
Custom IBM PowerPC-based CPU / Three symmetrical cores running at 3.2 GHz eachTwo hardware threads per core; six hardware threads total
VMX-128 vector unit per core; three total
128 VMX-128 registers per hardware thread
1 MB L2 cache
CPU Game Math Performance / 9.6 billion dot product operations per second
Custom ATI Graphics Processor / 10 MB of embedded DRAM
48-way parallel floating-point dynamically scheduled shader pipelines
Unified shader architecture
Polygon Performance / 500 million triangles per second
Pixel Fill Rate / 16 gigasamples per second fill rate using 4x MSAA
Shader Performance / 48 billion shader operations per second
Memory / 512 MB of 700 MHz GDDR3 RAM
Unified memory architecture
Memory Bandwidth / 22.4 GB/s memory interface bus bandwidth
256 GB/s memory bandwidth to EDRAM
21.6 GB/s front-side bus
Overall System Floating-Point Performance / 1 teraflop
Storage / Detachable and upgradeable 20-GB hard drive
12x dual-layer DVD-ROM
Memory Unit support starting at 64 MB
I/O / Support for up to four wireless game controllers
Three USB 2.0 ports
Two memory unit slots
Optimized for Online / Instant, out-of-the-box access to Xbox Live features with broadband service, including Xbox Live Marketplace for downloadable content, gamer profile for digital identity, and voice chat to talk to friends while playing games, watching movies, or listening to music
Built-in Ethernet port
Wi-Fi ready: 802.11a, 802.11b, and 802.11g
Video camera–ready
Digital Media Support / Support for DVD-Video, DVD-ROM, DVD-R/RW, DVD+R/RW, CD-DA, CD-ROM, CD-R, CD-RW, WMA CD, MP3 CD, JPEG Photo CD
Ability to stream media from portable music devices, digital cameras, and Windows XP-based PCs
Ability to rip music to the Xbox 360 Hard Drive
Custom playlists in every game
Built-in Media Center Extender for Windows XP Media Center Edition 2005
Interactive, full-screen 3-D visualizers
High-Definition Game Support / All games supported at 16:9, 720p, 1080i and 1080p, withanti-aliasing
Standard-definition and high-definition video output supported
Audio / Multi-channel surround sound output
Supports 48KHz 16-bit audio
320 independent decompression channels
32-bit audio processing
Over 256 audio channels
Physical Specs / Height: 83 mm
Width: 309 mm
Depth: 258 mm
Weight: 7.7 lbs.
System Orientation / Stands vertically or horizontally
Customizable Faceplates / Interchangeable to personalize the console
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8 Curriculum Vitae
E…. C….
Address: ……………………………………………….. Bahçeşehir / İstanbul
Mobile: (532) 803 …..
E-mail:
Personal Infomartion
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Career Objective
Participate in software developer companies.
Education
2007 - : ………………………
2004 – 2006 : …………………….
2001 – 2004 : ……………………
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