CSCE 4220: Advanced Game Programming

Laboratory
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Location:
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LARC laboratory,
NTRP F206.
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Lab Attendant:
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Jeremy Nunn and Erik Carson
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Lab Hours:
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To Be Announced
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Course Description
Advanced game engine programming techniques,
including real-time 3D graphics programming, data structures for
occlusion and collision detection, character animation, particle engines.
Course Topics
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vectors and transformation matrices
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quaternions
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3D orientation
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triangle meshes
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lighting
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character animation
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Direct3D
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collision detection
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terrain
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particle engines
We will be using the DirectX 9 Developer's Kit from
Microsoft to develop
32-bit fullscreen games for Windows.
See this note
about using DirectX.
Prerequisites
The prerequisite for this class is
CSCE 4210,
Game Programming. This may be waived if a sufficient proficiency
in game programming can be demonstrated.
It is also highly recommended that you take CSCI 4420, Computer Graphics,
or have some background knowledge of 3D graphics.
Textbook
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Fletcher Dunn and Ian Parberry,
3D Math Primer for Graphics and Game Development,
Wordware Publishing,
2002.
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Software Tools
This class will be taught using the
SAGE game engine.
Grading and Examination Policy
Students are required to create a game demo based on the topics
taught in this class. The code must be written in C++ for DirectX
and must run on the computers in the laboratory.
Students may work in groups of two programmers.
A final oral examination will be given in
Finals Week on a group by group basis (schedule to be arranged).
Guest Speakers
To Be Announced.
The Computer Science Department cooperates with the
Office of
Disability Accommodation to make reasonable accommodations for
qualified students (cf. Americans with Disabilities Act and Section
504, Rehabilitation Act) with disabilities. If you have not
registered with ODA, we encourage you to do so. If you have a
disability for which you require accommodation please discuss your
needs with me after class or submit your written Accommodation
Request on or before the fourth class day.
Created by
Ian Parberry,
October 13, 2006.
Last updated
January 12, 2007