Computer game technologies

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Aim of the course

This course deals with the design and construction of shell game engine. The course will discuss the issues of effective implementation of the main loop of the game and the use of core modules responsible for the creation of 3D objects and their geometric transformations, support for cameras, rendering, creating a scene graph, input / output channel, game logic, and audio layer.

Lecture programme

Recalling of the basic knowledge on 3D graphics, including: geometric transformations, use of basic geometric objects, methods for creating complex objects, lighting, and camera operation. Discussion of more advanced techniques of scene construction, including: the creation of the scene graph, constructing object hierarchy tree, the method of object sorting, the creation of meshes and their compaction/simplification algorithms. Introduction to the methods of building and using of parametric curves and surfaces. Issues object deformation. Selected aspects of advanced lighting and rendering models. Basic information about input / output modules, logic games, use of physical effects. Detailed information about these items are presented within other courses. Molecular representation of complex objects. Physical and graphical attributes of particles. Interactions between particles. Free particles and bonds of particles. Rendering of particles. Compuaution of particle trajectories. Examples of modeled systems. Modelling the dynamics of smoke, water, fire, cloth, rigid bodies.

Overview of the course elements

The subject includes laboratory classes. Their implementation will consolidate the theoretical knowledge gained at lectures. The biggest emphasis will be on effective implementation of the game engine.

Reading list

1. David H. Eberly, 3D Game Engine Design, Academic Press, Morgan-Kaufman Publishers, 2001.
2. David H.Eberly, 3D Game Engine Architecture, Elsevier Inc., Morgan Kaufman Publishers, 2005.
3. Stefan Zerbst, Oliver Duvell, 3D Game Engine Programming, Premier Press, 2004.
4. Kenneth C. Finney, 3D Game Programming All in One, Premier Press, 2004.
5. David H. Eberly, Game Physics, Elsevier, Inc., Morgan-Kaufman Publishers, 2004

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