Dec 11
|
Dec 13
- Cheat Prevention
- Lecture notes.
- Chapter 1.11 of Game Programming Gems discusses a cheat discouraging
network packet structure.
|
Dec 4
- Collision Detection Part 2
- Lecture notes.
- Chapters 4.5 and 4.6 of Game Programming Gems covers some of this
material, but not particularly well.
|
Dec 6
|
Nov 27
- Dynamic Path Planning
- Flocking Models
- Particle Systems
- Lecture notes.
- Chapter 3.7 of Game Programming Gems covers flocking.
- There are a wealth of online resources on flocking and particle
systems. It seems that everyone with too much time on their hands
has implemented one or the other.
|
Nov 29
|
Nov 20
- Improving A* Paths
- Hierarchical path planning
- Pre-planning paths
- Lecture notes.
- Chapters 3.3-3.6 of Game Programming Gems cover some of this material,
as does 2.1 and 4.13.
- A
Gamasutra article also makes for interesting reading, as do many
other online articles on game path planning.
|
Nov 22
Thanksgiving
|
Nov 13
- Motion Capture in Games with Prof Mike Gleicher
|
Nov 15
- Networking Infrastructure for Games with Prof Paul Barford
|
Nov 6
- Fuzzy Logic
- Neural Nets
- Lecture notes.
- Chapters 3.8 and 3.9 of Game Programming Gems cover this material.
|
Nov 8
- Path Planning I
- Lecture notes.
- Chapters 3.3 and 3.6 of Game Programming Gems cover this material.
|
Oct 30
- Intro to AI
- Finite state machines
- Lecture notes.
- Chapters 3.0 and 3.1 of Game Programming Gems are of interest here.
|
Nov 1
|
Oct 23
- Terrain LOD
- Lecture notes.
- The algorithm described in class is described in even more detail
in the course notes.
- Also see a
Gamasutra article on implementing ROAM.
|
Oct 25
- Midterm
- In class, 1 hour long.
- You may use: Writing implements, ruler, one double-sided letter-sized
piece of paper with anything written (or drawn) on it.
|
Oct 16
- Visibility
- Lecture notes.
- Chapter 4.8 of Game Programming Gems is relevant here.
|
Oct 18
- Terrain Generation
- Lecture notes.
- Chapters 4.16, 4.17 , 4.18 and 4.19 are relevant here.
|
Oct 9
- Octrees
- Lecture notes.
- Chapters 4.10 and 4.11 of Game Programming Gems are relevant here.
|
Oct 11
|
Oct 2
- Level-Of-Detail
- Lecture notes.
- My primary resources for this lecture were the papers by Michael
Garland and Paul Heckbert on Quadric Mesh Simplification.
http://graphics.cs.uiuc.edu/~garland/. Michael's help in
preparing this lecture (donating slides) is very much appreciated.
- You should read chapter 4.9 of Game Programming Gems
(after this lecture).
|
Oct 4
- More Level-Of-Detail
- Lecture notes.
- Again, Michael Garland's help in
preparing this lecture (donating slides) is very much appreciated.
- You should read chapter 4.12 of Game Programming Gems. It has
lots of implementation details on progressive meshes.
|
Sept 25
- Shadows part 2
- Vertex and Pixel Shaders
- Lecture notes
- I used Watt and Policarpo for a shadow volume reference.
- Much of the information on vertex and pixel shaders came from the
Nvidia developers' web site.
|
Sept 27
|
Sept 18
- Light maps, Bump maps with multitexturing
- Mulit-Pass part 1
- Lecture notes
|
Sept 20
- Mulit-Pass part 2
- Shadows part 1
- Lecture notes
- You must read chapters 5.7 and 5.8 of Game Programming Gems.
- I used the OpenGL Programming Guide, and Watt and Policarpo as
references.
|
Sept 11
|
Sept 13
- Environment mapping, Light maps
- Lecture notes
- Chapters you might read after this lecture: 5.5, 5.6, 5.9, 5.11
|
Sept 4
- Introduction to Computer Game Development and CS 638
- Lecture notes
|
Sept 6
- Programming Interactive Systems
- Understanding Lag
- Lecture notes
- Reading: "Game Programming Gems", Chapters 1.1 and 1.12. Anything else
in the first section is fair game at this point, but much of it is
useful for production systems, rather than the level of development
you'll be doing in class.
|