CS 679: PC Amusement Innovation.


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CS 679: PC Diversion Innovation. http://www.cs.wisc.edu/~cs679-1/Fall 2003. The Teacher… . Stephen Chenney schenney@cs.wisc.edu Office: 6387 Comp Sci Available time: Email to mastermind a period. The TAs. Matt Anderson (manderso@cs.wisc.edu) Eric McDaniel (chate@cs.wisc.edu)
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CS 679: Computer Game Technology http://www.cs.wisc.edu/~cs679-1/Fall 2003 CS679 - Fall 2003 - Copyright Univ. of Wisconsin

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The Professor… Stephen Chenney schenney@cs.wisc.edu Office: 6387 Comp Sci Office Hours: Email to mastermind a period CS679 - Fall 2003 - Copyright Univ. of Wisconsin

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The TAs Matt Anderson (manderso@cs.wisc.edu) Eric McDaniel (chate@cs.wisc.edu) Office: 1347 (Graphics research lab) Office Hours: Email CS679 - Fall 2003 - Copyright Univ. of Wisconsin

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Contacting Us Email Prof and TAs: cs679-1@cs.wisc.edu Email class: cs679-1list@cs.wisc.edu Use these rundowns Email to one TA or Prof won\'t be perused by others, along these lines abating the reaction CS679 - Fall 2003 - Copyright Univ. of Wisconsin

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The Interactive Entertainment Industry Hardware creators produce gaming equipment eg Sony, Nintendo, Microsoft, … Game Developers make diversions eg Electronic Arts (EA), Epic, ID, a large number of others Publishers distribute amusements eg Sony, Nintendo, EA, … The model is like books or motion pictures One gathering makes it, another disperses it, and another supplies the hidden base CS679 - Fall 2003 - Copyright Univ. of Wisconsin

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Flavors of Game Developer Game Designers settle on the configuration and conduct of the diversion Artists outline models, compositions, movements and generally are in charge of the amusement\'s look Level Designers make the spaces in which the diversion happens Audio Designers are in charge of the considerable number of sounds utilized as a part of the diversion Programmers compose code, to assemble it all, and apparatuses, to make everybody else’s work easier And others: Production, administration, showcasing, quality certification CS679 - Fall 2003 - Copyright Univ. of Wisconsin

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Course Outline Real-time representation Lighting and shading, displaying, information administration AI: Game expression for conduct Creating characters, way arranging, producing movement Networking: Playing together Protocols for gaming, architectures, overseeing transfer speed Full (speculative) syllabus online CS679 - Fall 2003 - Copyright Univ. of Wisconsin

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Disclaimer Game advancement requires more than representation, AI and systems administration Design, Art, Software building, Production, Audio, … This course won’t formally cover any of that stuff Nor will it give you much involvement with middleware, console programming, versatile gaming, contract arrangement, … CS679 - Fall 2003 - Copyright Univ. of Wisconsin

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Books Official course book: “Real-Time Rendering, second Edition” Probably the best single book on ongoing procedures, and not simply rendering Other valuable books: “The OpenGL Programming Guide” “The Cg Tutorial” covers some material for the venture “Game Programming Gems” and the continuations and branches have numerous helpful things “3D Game Engine Design”, heaps of mathematical statements, very little piece Website: www.gamasutra.com Game engineer specialized and exchange news Other particular sites CS679 - Fall 2003 - Copyright Univ. of Wisconsin

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What I accept you know 3D representation ideas and programming “Standard” lighting and shading Modeling systems Vectors, grids, geometric thinking OpenGL will be the design API examined in addresses I expect you are equipped with no less than one client interface toolbox eg FLTK, MFC, Glut, Gtk, … Make beyond any doubt it’s bolstered on Windows I expect you are skilled with no less than one programming dialect and environment under Windows CS679 - Fall 2003 - Copyright Univ. of Wisconsin

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Grading Midterm and last Approx 40% of the evaluation, may change Project Multiple stages lurched through the semester Work in gatherings of 3-4 CS679 - Fall 2003 - Copyright Univ. of Wisconsin

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Project The undertaking is to make a diversion Issues: Game configuration Groups Timeline Grading Tools CS679 - Fall 2003 - Copyright Univ. of Wisconsin

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Game Design your amusement around the idea of directing a vehicle Race recreations Scavenger chase diversions Puzzle recreations Why this topic? Simple to begin and clear movement Simple options for all the vital pieces: craftsmanship, material science, control Wide scope of potential amusement styles Feel allowed to take thoughts from existing diversions It’s what the experts do CS679 - Fall 2003 - Copyright Univ. of Wisconsin

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Working in Groups Working in gatherings is difficult, and it is an obtained ability For some data on gathering working, read http://www-honors.ucdavis.edu/vohs/index.html I need you to frame bunches by Monday Use the whiteboard in 1347 Move your name from the “unattached section” to the “groups” segment, beginning another gathering if important There will be some gathering assessment practices through the semester CS679 - Fall 2003 - Copyright Univ. of Wisconsin

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Timeline Something due generally like clockwork all through the semester First stage: Design and User Interface programming Subsequent stages: Advanced rendering AI Physics Networking (?) Refinement of prior stages is permitted CS679 - Fall 2003 - Copyright Univ. of Wisconsin

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Grading Groups will be evaluated as one, however there may be conformities for people Each gathering will set objectives for the stage Advice will be given on sensible objectives Goals will be talked about and recorded close to the begin of every stage Goals can be altered notwithstanding issues You will be reviewed in view of how well you accomplish your objectives, with a level of trouble component Each stage will oblige a demo CS679 - Fall 2003 - Copyright Univ. of Wisconsin

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Tools The main prerequisite is that your venture keep running in B240 (Windows 2000) We firmly lean toward OpenGL The addresses will expect OpenGL, and we don\'t know anything about DirectX Choose any UI toolbox: Natural choices are FLTK, MFC, Glut, … We are most acquainted with FLTK, however it has some (non-incapacitating) issues for ongoing intelligent programming You will likely need to utilize Cg for the second venture stage CS679 - Fall 2003 - Copyright Univ. of Wisconsin

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More Tools Models and craftsmanship will be an issue We have licenses for Maya, however no entrenched way to get models into OpenGL Building models by hand may be the most proficient alternative You are allowed to utilize any accessible devices, if you recognize it Textures ought to be a lesser issue Don’t be frightened to compose little devices on the off chance that you think it will make your venture less demanding CS679 - Fall 2003 - Copyright Univ. of Wisconsin

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First Stage Due Mon Sept 22, 4pm First stage, 1 st part: Design a diversion, put it on paper Outline of amusement destinations Sketches of potential looks First stage, 2 nd part: Get a basic domain up and running with a vehicle and some control Minimal prerequisites for rendering quality – shaded boxes is fine You can alter something you have already kept in touch with You can even obtain something from another person CS679 - Fall 2003 - Copyright Univ. of Wisconsin

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Todo By Monday: Formulate bunches, whiteboard room 1347 By Monday: Read booklet on gathering work http://www-honors.ucdavis.edu/vohs/index.html By Friday, Sept 12: Goals f

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