Instructors | Yu-Chi Lai |
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Office Hour | 9:00 - 11:00 Monday or By appointment |
TA | Chun-Wei Wang Yu-Hsian Hsu |
Week | Content | Notes | Assignment |
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01 | Introduction | [Note] | |
02 |
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03 |
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04 |
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05 |
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06 |
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07 |
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08 |
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09 |
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10 |
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11 |
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12 |
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13 |
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14 | AI
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15 |
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16 |
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Technically, Computer Graphics and good C++ programming skills.
There will be 2 exams, counting for 20% of your grade.
- Exams are difficult to reschedule, and arrangements must be made ahead of time. Please contact me at the beginning of the semester if you foresee there being a problem.
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- Projects (15, 15, 50% each): 80%
- Midterm: 10%
- Final: 10%
This course was carefully titled to indicate its content. It covers various computing technologies useful for computer game development. It does NOT cover game development as a topic in itself, nor does it cover game design, and it doesn't even cover all the computing technology that might go into a game (one glaring oversight is audio).
Some of the course content may be covered by other NTUST CSIE courses, but the emphasis in this course will be on real-time performance. This course will also, no doubt, contain many basic computer science algorithms in an application setting that tend not to be covered in other courses, such as spatial data structures.
Course Content
- Anatomy of a Game
- Introduction to Lag
- Drawing Things
- Mapping Techniques
- Multi-texturing
- Bump mapping
- Light maps
- Environment maps
- Interesting uses for Textures
- Multi-Pass Techniques
- Buffers in the Graphics Pipeline
- Shadows
- Reflections
- Interesting use for Buffers
- Programming Graphics Hardware
- Spatial Data Structures
- Octrees
- KD-Trees
- BSP Trees
- Spatial Hashing
- Level of Detail
- Impostors or Proxies
- Decimation Schemes
- Switching Representations
- Progressive Schemes
- Visibility
- Cell-Portal Methods
- PVS Computations
- Terrain
- Terrain Generation
- Terrain Rendering
- Mapping Techniques
- Making Things Move
- Event Driven AI
- State Machines
- Scripting AI
- Path Planning
- A* Planning
- Storing Paths
- Alternatives
- Path Following
- Collision Detection
- Motion Capture and Playback
- Player and Camera Control
- Playing with Others
- Player and Camera Control
- Network Architectures
- Network Protocols for Gaming
- Lag Compensation
- Reducing Traffic
- Dead-Reckoning
- Area-of-Interest Management
- Cheating and Fixes
- Project 1: Trains and Roller Coasters ( Cai-Cian Sung )
- Project 1: Trains and Roller Coasters ( Yu-Hao Lu )
- Project 1: Trains and Roller Coasters ( FAN JIANG,WEN-CHENG )
- Project 1: Trains and Roller Coasters ( Cheng-Li Hsieh )
- Project 1: Trains and Roller Coasters ( 黃柏翰 , 賴威志 )
- Project 2: Water Surface and Rendering (GPU Shader, CUDA and Raytracing) ( Cheng-Li Hsieh )
- Project 2: Water Surface and Rendering (GPU Shader, CUDA and Raytracing) ( Yu-Hao Lu )
- Project 2: Water Surface and Rendering (GPU Shader, CUDA and Raytracing) ( Cai-Cian Sung )
- Project 2: Water Surface and Rendering (GPU Shader, CUDA and Raytracing) ( FAN JIANG,WEN-CHENG )
- Project 2: Water Surface and Rendering (GPU Shader, CUDA and Raytracing) ( 賴威志 , 黃柏翰 )