The BS in Computer Science in Real-Time Interactive Simulation programme is a computer science degree focusing on developing, implementing, and programming complex interactive simulations and computer graphics in real-time. This programme uses game development as a tool for teaching advanced computer science concepts. Students begin with a solid foundation in mathematics, physics and programming, then apply that knowledge in yearly team-based projects where they design, program, test, and finally release their own original game software to the public. Those who successfully complete the BS in Computer Science in Real-Time Interactive Simulation programme have the knowledge and skills to produce highly complex software systems at a professional level.
Students in the BS in Computer Science in Real-Time Interactive Simulation programme will learn how to:
Graduates of this programme are prepared to enter the simulation or video game
Eligibility and Exemption
Graduates from the following list of Polytechnic Diploma programmes are eligible for credit exemptions in the DigiPen's BS in Computer Science in Real-Time Interactive Simulation degree programme:
Diploma in Digital Entertainment Technology
Diploma in Digital Entertainment Technology (Games)
Diploma in Mechatronics Engineering
Diploma in Electronics, Computer & Communications Engineering
Diploma in Information Technology
Diploma in Engineering Informatics
Diploma in Business Informatics
Diploma in Multimedia & Infocomm Technology
Diploma in Business Enterprise IT
Ngee Ann Polytechnic
Diploma Digital Visual Effects
Diploma Engineering Informatics
Diploma Financial Informatics
Diploma Mechanical Engineering
Diploma Multimedia & Animation
Diploma Multimedia Computing
Diploma Network Systems & Security
Diploma Biomedical Engineering
Diploma in Electrical Engineering
Diploma in Electronic & Computer Engineering
Diploma in Enterprise IT Systems
Diploma in Information Technology (Technology option)
Diploma in Information Technology (Computer Studies option)
Diploma in Digital Entertainment Electronics
Diploma in Information Technology
Diploma in Interactive and Digital Media (Game Development option)
Diploma in Aerospace Electronics
Diploma in Biotechnology
Diploma in Computer and Network Technology
Diploma in Digital Media
Diploma in Digital Media and Infocomm Technology
Diploma in Information Technology
Diploma in Electronics and Communication Engineering
Diploma in Electronics, computers and Communication Engineering
Diploma in Game Design and Development
Diploma in Infocomm Security Management
Diploma in Information Communication Technology
Diploma in Computer Engineering
Diploma in Multimedia and Technology
Diploma in Marine Engineering
Diploma in Mechtronics
Diploma in Electrical and Electronics Engineering
Diploma in Electrical and Electronics Engineering (Electronic and Biomedical)
Diploma in Info-communication Engineering and Design
Diploma in Computer Engineering
Diploma in Electronics
Diploma in Info-communication
Diploma in Interactive Media Technology
Diploma in Mechatronics
Diploma in Media & Communication Technology
Diploma in Cyber & Digital Security
Diploma in Game & Entertainment Technology
Diploma in Information Technology
Diploma in Interactive Media Informatics
Diploma in Interactive Media Design
Diploma in Moving Images
Diploma in Mobile & Wireless Computing
Diploma in Internet Computing
Diploma Intelligent Building Technology
Diploma Internet & Multimedia Development
Diploma Communications & Media Management
Diploma Business Process & Systems Engineering
Diploma Business Information Technology
Diploma 3D Interactive Media Technology
Diploma in Digital Forensics
Applicants who are not graduates from a Polytechnic in Singapore, but have completed a formal 12th year education equivalent to A-Levels, are eligible to apply for the following degree programme at SIT:
Overseas University Partner
DigiPen Institute of Technology
Bachelor of Science in Computer Science in Real-Time Interactive Simulation
Credit transfers and duration of studies will be reviewed on a case-by-case basis.
Students who have relevant post-secondary qualifications may complete DigiPen’s degree programmes within seven semesters. To be eligible for the abridged programme, students must successfully satisfy the following criteria:
The course(s) being evaluated must be taken at a bona fide, legitimate institution recognised and approved by a regulatory authority that oversees the educational system in the country where the institution is. These courses must appear on official transcripts from the institution. The final decision regarding the transfer credits remains at DigiPen’s discretion.
The course(s) must be comparable in academic quality to DigiPen courses including the number of credits or contact hours. Application will be denied for courses not meeting this standard.
Transfer credit will be considered for courses in which the grade of “B -” or better is recorded. “Credit” or “Pass” grades will not be accepted for transfer credit.
Course(s) transferred to a student’s major may also require a validation examination in order to be accepted.
Actual number of credits may vary from one student to another depending on the individual course work completed. Any course(s) not transferred must be completed within the duration of the programme.
All students have to complete a 12-week immersion programme at the home campus of DigiPen Institute of Technology in Redmond. Students will take classes in Redmond’s summer semester and work with faculty and students from different programmes. The estimated cost for the programme ranges from S$8,000 - S$9,000 (based on prevailing currency exchange rates and flight ticket prices).
This course provides students with a detailed examination of the fundamental elements on which computers are based. Topics covered include number systems, representation of numbers in computation, basic electricity, electric circuits, digital systems, logic circuits, data representations, digital memory, computer architecture, and operating systems. Operational code and assembly languages are discussed, examined, and used in either a microprocessor or micro-controller environment, such as a personal computer or an autonomous car.
In presenting the C programming language, this course serves as a foundation for all high-level programming courses and projects. It provides the fundamentals of programming, including control flows, such as statement grouping, decision-making, case selection, procedure iteration, and termination test and basic data types, such as arrays, structures, and pointers. Additionally, it intensively discusses the lexical convention, syntax notation, and semantics.
CS120L is the lab component of the introductory High-Level Programming I course. Students meet for two hours weekly to apply the concepts presented in CS120 in a lab environment.
This course focuses on generating and discussing ideas for composition and engages in all stages of the writing process, with emphasis on the development and application of critical thinking skills. The primary focus of the course is developing the ability to construct, write, and revise argumentative/persuasive essays. Assignments may also include other types of writing, such as narrative, descriptive, and comparative essays.
This class presents an overview of the way the game development industry works and a history of game development. It exposes students to the positions and job responsibilities that each member of a game development team has, along with the industry requirements for concept pitches, design documents and schedules. It also introduces sprite animation, object motion, and input processing, which students use in the creation of a game of their own design.
The two main themes throughout the course are vector geometry and linear transformations. Topics from vector geometry include vector arithmetic, dot product, cross product, and representations of lines and planes in three-space. Linear transformations covered include rotations, reflections, shears and projections. Students study the matrix representations of linear transformations along with their derivations. The curriculum also presents affine geometry and affine transformations along with connections to computer graphics. This course also includes a review of relevant algebra and trigonometry concepts.
Students explore how their culture, gender, economic status, age and other personal characteristics influence their work communications. The course explores verbal and non-verbal communication skills in a global work environment. Students learn written communication techniques most effective for use in the technology workplace. Additionally, students explore and practice negotiation skills, both internally and externally at their workplace.
This course is a continuation of High-Level Programming I (CS120). It introduces the C++ language with particular emphasis on its object-oriented features. Topics covered include stylistic and usage differences between C and C++, namespaces, function and operator overloading, classes, inheritance, class and function templates, STL lists, and vectors. Concurrent enrolment in CS170L is required.
CS170L is the lab component of the High-Level Programming II course. Students meet weekly to work on topics presented in the CS170 lectures in a lab environment.
CS230 presents game implementation techniques and engine architecture. Students investigate foundational concepts of game architecture, such as game-system component separation and game flow, while learning about essential elements such as the game state manager, input/output handler, and frame rate controller. CS230 introduces Windows programming, state machines, and collision detection algorithms, which students will integrate into their own remakes of classic games. As part of their implementation, students create and expand their own collision, vector, and matrix libraries, enabling them to incorporate basic physics engines. Students survey concepts in space partitioning, particle systems, map editors, and other elements as a bridge to more advanced concepts in implementation techniques and engine architecture.
This project focuses on the creation of a simple game or simulation. Students work together on teams of three or four members. All projects must be written entirely in C (C++ is not allowed) and cannot use external libraries or middleware of any kind (except those provided by the instructor). Topics include effective team communication, planning, documentation, debugging, source control, testing, and iterative software development techniques.
This course introduces the calculus of functions of a single real variable. The main topics include limits, differentiation, and integration. Limits include the graphical and intuitive computation of limits, algebraic properties of limits, and continuity of functions. Differentiation topics include techniques of differentiation, optimisation, and applications to graphing. Integration includes Riemann sums, the definite integral, anti-derivatives, and the Fundamental Theorem of Calculus.
This course extends the standard calculus of one-variable functions to multi-variable vector-valued functions. Vector calculus is used in many branches of physics, engineering, and science, with applications that include dynamics, fluid mechanics, electromagnetism, and the study of curves and surfaces. Topics covered include limits, continuity, and differentiability of functions of several variables, partial derivatives, extrema of multi-variable functions, vector fields, gradient, divergence, curl, Laplacian, and applications.
This course presents an overview of modern operating systems, in particular Windows and Linux/Unix as implemented on modern PCs. After an overview of what an operating system is and does, the following is also covered: organization and design (the kernel and various subsystems), process management (creation and management of processes and threads, including an introduction to multithreaded programming), networks (the TCP/IP stack and the organization of the Internet), interprocess communication, process synchronization (locks, semaphores, and methods to avoid deadlocks), memory management (hardware and process views of memory layout and demand-paged virtual memory), file systems, and security and protection (viruses, worms, and Trojan horses).
CS200 presents fundamental mathematical elements, data structures, and algorithms useful for animating and viewing 2D primitives. The course aims to fulfil two objectives. The first objective is to provide students with a sufficient mathematical and algorithmic background to design and implement 2D graphics applications. The second objective is to prepare students with the knowledge required for writing 3D graphics applications. The first half of the course deals with scan-conversion algorithms for rasterizing 2D primitives such as lines, circles, ellipses, triangles, and arbitrary polygons. The second half of the course is concerned with the viewing and animation of these 2D primitives. The course covers topics such as interpolation techniques, transformations, culling, clipping, animation techniques, and the 2D viewing pipeline.
This course builds on the foundation created in the first two high-level programming courses (CS120/170). It presents advanced topics of the C/C++ programming language in greater detail. Such topics include advanced pointer manipulation, utilizing multi-dimensional arrays, complex declarations, and standard library functions. Advanced C++ topics include class and function templates, operator overloading, multiple inheritance, runtime type information, the standard template library, and performance issues.
This project is divided into two semesters and focuses on the creation of a simple real-time game or simulation with 2D graphics (3D games are not allowed). Students work together on teams of three or four members to implement technical features, such as audio effects, music playback, pattern movement, simple artificial intelligence, same-machine multiplayer (networking is not allowed), particle systems, scrolling, and simple physics. All projects must be written with a core of C++ code and cannot use middleware such as pre-existing physics engines, networking engines, etc. Additional topics may include basic software architecture, essential development practices, fundamentals of team dynamics, and task prioritisation methods.
This course builds on the introduction to calculus in MAT150. Topics in integration include applications of the integral in physics and geometry and techniques of integration. The course also covers sequences and series of real numbers, power series and Taylor series, and calculus of transcendental functions. Further topics may include a basic introduction to concepts in multivariable and vector calculus.
This course is a continuation of MAT180. Topics covered include differential operators on vector fields, multiple integrals, line integrals, general change of variable formulas, Jacobi matrix, surface integrals, and various applications. The course also covers the theorems of Green, Gauss, and Stokes.
This calculus-based course presents the fundamental principles of mechanics for simulation and engineering majors. Students learn the laws that govern the mechanical world and how to use these laws to form a simulated world. They examine the concepts involved with kinematics, Newtonian dynamics, work and energy, momentum, rotational motion, and statics.
CS250 examines the mathematical elements and algorithms used in the design and development of real-time 3D computer graphics applications, such as games, cockpit simulators, and architectural walk-throughs. 3D computer graphics involve drawing pictures of 3D objects, usually on a 2D screen. This process of generating a 2D image of a 3D graphics application can be described as a series of distinct operations performed on a set of input data. Each operation generates results for the successive one. This process is called the graphics rendering pipeline, and it is the core of real-time computer graphics. The graphics pipeline can be conceptualised as consisting of three stages: application, transformation, and rasterization. The course begins by introducing the 3D graphics pipeline. The application stage is examined from the viewpoint of the representation, modelling, and animation of 3D objects. Topics include user interaction, camera animation techniques, simulation of dynamic objects, and collision detection techniques. Next, the course examines the process of mapping 3D graphic objects from model-space to viewport coordinates. The transformation stage implements this process. Finally, the conversion of a geometric primitive in viewport coordinates into a 2D image is studied. The rasterization stage implements this final process.
This course introduces the classical abstract data types (ADT) in computer science. ADTs provide the hierarchical views of data organisation used in programming. Among the topics covered are the algorithms and primitives of the data structures for arrays, linked lists, stacks, queues, trees, hash tables, and graphs. In addition, the course provides an introduction to algorithm complexity and notation.
This course covers a wide range of topics in software engineering from the practical standpoint. It encompasses project management issues as well as technical development principles and methods. Topics include system architecture, security, methodologies and notation, UML, object oriented analysis and design, requirements analysis, implementation, verification, validation, maintenance, and software engineering standards. Risk management and iterative design receive special emphasis. Student teams apply acquired knowledge to a substantial project.
In this class, students work to complete and polish the projects they began in GAM200. Additional topics may include intermediate software architecture, advanced debugging techniques, bug tracking, formal playtesting, game pacing, and game balance.
This course presents the mathematical foundations of linear algebra, which includes a review of basic matrix algebra and linear systems of equations as well as basics of linear transformations in Euclidean spaces, determinants, and the Gauss-Jordan Algorithm. The more substantial part of the course begins with abstract vector spaces and the study of linear independence and bases. Further topics may include orthogonality, change of basis, general theory of linear transformations, and eigenvalues and eigenvectors. Other topics may include applications to least-squares approximations and Fourier transforms, differential equations, and computer graphics.
This calculus-based course provides a fundamental understanding of fluid dynamics, oscillations and waves, optics, and thermodynamics. By understanding the physical laws governing these phenomena, students are able to implement ray casting and ray tracing algorithms, as well as create realistic flight simulators, lens effects, and many-body simulations.
This course introduces students to the basic theories and techniques of 3D computer animation. The curriculum emphasises standard 3D modelling techniques, including polygonal and spline modelling, texture map creation and application, keyframing, and animating through forward kinematics and inverse kinematics. (Earlier catalogs listed this course as GAT 300.)
This course introduces the hierarchical network communication in a distributed computing environment. Course topics cover network technologies, architecture, and protocols. The curriculum gives specific emphasis to the TCP/IP stack and in making students familiar with writing portable socket based software. It prepares students for programming multi-player games in later semesters.
This course introduces students to algorithms that are essential to creating photorealistic images in interactive simulations. Topics covered include an overview of modern GPU (graphics processor unit) architecture and the common graphics APIs used, including OpenGL and DirectX. Rendering techniques covered include texturing, illumination models, transparency, shading algorithms, mapping techniques (bump mapping, environment/reflection mapping, etc.), and shadows. Students learn how to implement all algorithms by using vertex and pixel shaders.
This course provides students with an introduction to the analysis of algorithms, specifically proving their correctness and making a statement about their efficiency. Topics for discussion may include loop invariants, strong mathematical induction and recursion, asymptotic notation, recurrence relations, and generating functions. Students examine examples of algorithm analysis from searching and sorting algorithms.
This project is divided into two semesters and focuses on the creation of an advanced real-time game or simulation with hardware-accelerated graphics. BSCS in RTIS students work together on teams of three to five members and implement technical features, such as networking, artificial intelligence, and physics. All projects must be written with a core of C++ code and cannot use middleware, such as pre-existing physics engines, networking engines, etc. Additional topics may include advanced software architecture, 3D art pipelines, building content tools, and advanced team dynamics.
This course gives an introduction to several mathematical topics of foundational importance in the mathematical and computer sciences. Typically starting with propositional and first order logic, the course considers applications to methods of mathematical proof and reasoning. Further topics include basic set theory, number theory, enumeration, recurrence relations, mathematical induction, generating functions, and basic probability. Other topics may include graph theory, asymptotic analysis, and finite automata.
College 499 is a capstone course for students to prepare their job application materials and learn how to effectively search for an entry-level job in their field. The goal of the course is for each student to have a polished resume, cover letter, business card, and online/web presence by the end of the semester, as well as a search strategy for seeking employment.
This course introduces students to modern microprocessor architectures using x86 series for case studies. In this course, students are expected to write both assembly language programs and to use assembly language to optimize various C/C++ programs. Topics may include pipelining, superscalar/VLIW machines, register-renaming, out-of-order execution, multi-core architecture, caches, multicorecache coherency, x86 instruction set architecture, application binary interfaces, Flynn’s taxonomy, and Streaming SIMD extensions.
This course deals with the efficient representation and processing of complex 3D scenes in order to avoid bottlenecks in the use of the CPU and the GPU. Specific topics include a variety of spatial data structures (binary space-partitioning trees, octrees, kd-trees, and grid data structures), several object-culling methods (occlusion, viewport, and portal), and finally the construction and uses of bounding volumes and their hierarchies for collision detection and related geometric operations.
In this class, students work to complete the projects they began in GAM300. Additional topics may include large project software architecture, advanced testing techniques, internships, and an introduction to resumes and interviews.
This course is an introduction to parameterized polynomial curves and surfaces with a view toward applications in computer graphics. It discusses both the algebraic and constructive aspects of these topics. Algebraic aspects include vector spaces of functions, special polynomial and piecewise polynomial bases, polynomial interpolation, and polar forms. Constructive aspects include the de Casteljau algorithm and the de Boor algorithm. Other topics may include an introduction to parametric surfaces and multivariate splines.
This introduction to art provides students with a better understanding of the artistic influences upon our modern culture. Along with the history of art, students study the meanings, purposes, styles, elements, and principles of art and the various media used to create works of art. In helping students gain basic awareness, knowledge, and enjoyment of the visual arts, the course provides the groundwork for further personal study in the arts. In turn, this influences the development of their creativity.
This project is divided into two semesters and focuses on the creation of an innovative game, simulation, or demo. Students may use current software and hardware technologies with instructor approval, such as web technologies, gaming consoles, mobile devices, commercial physics engines, commercial game engines, hands-free input devices, etc. These technologies can be used to implement technical features, such as 3D animation, advanced lighting and rendering, advanced 3D physics, high-performance networking, and advanced AI algorithms. Innovation can also come from the design, visuals, and/or audio components of the project. Students work independently or in teams, as appropriate to the scope of their project. Additional topics may include advanced interviewing techniques and writing effective resumes.
In this class, students work to complete the projects they began in GAM400. Additional topics may include working in the industry, personal networking, and career strategies.