CGR - Program For Moving Ball
CGR - Program For Moving Ball
Computer Graphics
By
“Aadie Gupta”
“Darshana Malusare”
“Gaurangi Madankar”
ROLL NO: - 55
56
57
SUBJECT INCHARGE
Mrs. Smita Kuldiwar
“Aadie Gupta”
“Darshana Malusare”
“Gaurangi Madankar”
is submitted for
“Computer Graphics”
for
the diploma in Computer Engineering to the
___________ ____________
Subject In charge Head of Department
Computer Graphics
By
55 AADIE 2209640226
GUPTA
56 DARSHANA 2209640227
MALUSARE
57 GAURANGI 2209640228
MADANKAR
SUBJECT INCHARGE
Mrs. Smita Kuldiwar
VISION
MISSION
M1: To transform students into technically components, socially responsible & ethical
computer science professionals.
M2: To promote a creative teaching-learning process that will strive for academic
excellence in the field of computer engineering.
M3: To enhance the technical expertise of students through workshop & industry-
institute interaction.
COMPUTER ENGINEERING DEPARTMENT
PROGRAMME OUTCOMES
PO1: Basic and Discipline specific knowledge: Apply knowledge of basic
mathematics, science and engineering fundamentals and engineering specialization to
solve the engineering problems.
PO7: Life-long learning: Ability to analyse individual needs and engage in updating
in the context of technological changes.
COMPUTER ENGINEERING DEPARTMENT
PROGRAMME EDUCATIONAL OBJECTIVES
Course Outcomes
1. Implementing standard algorithms to develop a program.
2. Applied Computer Programming knowledge to solve broad-based Computer
engineering related problems.
Proposed Methodology
First, Search the topic for which you want to make a project, and then propose it to
the Subject In charge.
After finalizing the topic, start gathering the information about your project.
Action Plan
Sr. Detail of activity Plan Start Date Plan Finish Date
No.
Subject In-Charge
(Mrs. Smita Kuldiwar)
Program for Moving Ball
Rationale
Developing a program for moving a ball serves various educational and practical purposes. It
provides a hands-on approach for beginners to understand and apply fundamental
programming concepts such as variables, loops, and conditional statements. Additionally, it
introduces basic graphics and animation principles, serving as a practical introduction to
visual elements in programming. Implementing user input for controlling the ball introduces
the concept of event-driven programming, which is essential for creating interactive
applications.
Simulating the movement of the ball introduces basic physics concepts such as acceleration
and velocity, serving as an entry point to more advanced topics like collision detection. The
project also provides a simplified introduction to game development, covering aspects like
game loops, rendering, and real-time interaction. By developing the program, learners are
encouraged to identify and solve programming issues, developing problem-solving and
debugging skills. Optimizing the code for efficient ball movement introduces the importance
of performance optimization in programming.
Literature
Exploring game development provides insights into the details of creating immersive and
interactive experiences. This involves understanding game loops, rendering techniques, and
real-time interaction, which are important for smooth and engaging ball movement.
Moreover, learning about graphics and animation principles helps you apply visually
appealing rendering techniques for displaying the ball on the screen. Concepts like frame
rate, smooth animation, and rendering optimization become natural as you dive deeper into
computer graphics.
Resources Required
#include <graphics.h>
#include <conio.h>
#include <dos.h>
int main ()
{
// Initialize graphics mode
int gd = DETECT, gm;
initgraph (&gd, &gm, "C:\\TURBOC3\\BGI");
closegraph();
getch();
return 0;
}
Output
Skill Developed
Applications