1 . 1. Module Overview

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1.1. MODULE OVERVIEW Introduction to CSC3049 and module overview

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1 . 1. Module Overview. Introduction to CSC3049 and module overview. Welcome!. Welcome to CSC3049 Aspects of Game Engine Development. Introduction and Module Overview. - PowerPoint PPT Presentation

Transcript of 1 . 1. Module Overview

1.1. Module OverviewIntroduction to CSC3049 and module overview

1Welcome!Welcome to CSC3049 Aspects of Game Engine Development

2Introduction and Module OverviewIn a nutshell, this module explores a number of different software component commonly found within 3d game engines. The module will also provide you with an opportunity to develop one or more game engine components.

The module aims to:Improve your understanding of game enginesImprove your programming prowessEnrich your software portfolio

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Video not available in on-line slidesLearning Outcomes1. Knowledge and understanding of:Aspects needed to construct a game engine, including: architecture, update and render pipelines, scene graph formation, collision detection and contact resolution, and component integration.

Core components commonly found within games, including: real-time physics, terrain modelling, animation, and graphical effects.2. Apply and synthesis knowledge and understanding in order to create one or more game engine components.

5AssessmentThis module is 100% project basedDuring the first semester you will learn about different game engine components. You will finalise your project selection at the end of the first semester and implement it during the second semester.More precise details on the projects assessment can be found within the CSC3049 Project Document

Important: You dont have to wait until the start of the second semester before commencing your project. You can start the project as soon as youve got a solid idea for what you wish to develop.

6Warning: Weeks might skip certain listed items. Additionally, the module delivery might extend into Week 12.

7Approach to learningThis module will cover a lot of ground. However, there is a danger in exploring too much material (educationally it is pointless of me to throw an unmanageable quantity of information).

Topics which are of particular interest or of use to your planned project should be thoroughly explored. Other topics should be explored to the extent where you are happy you understand the basic principles behind the topic.

8ProjectThe project is the most important aspect of this module (and will have a significant contribution towards your overall degree classification).The project also provides a means of enriching your software portfolio.

You will have the freedom to select your own project (within the broad confines of game engine architecture). I would love for you to select a project that you feel is going to be fun, interesting and useful to your future plans.

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All projects will need some form of game object model, scene graph and renderer.

10Selecting a projectThe menu of options can be combined in different ways, nor is it exhaustive (you may propose your own game engine project, subject to approval).

Important: Your initial project plan is not intended to be highly binding; rather it is intended to provide a general development direction.The assessment will be based on the development at the end of the project and not on what was planned (you will only be awarded for what you have developed and never punished for not developing something.

11Type of development environmentYou can select one of three possible development environments:1. C++ using OpenGL2. C++ using DirectX3. XNAIf aiming for a career in the games industry, select C++.

Important: If you select an development environment with which you are not familiar, then, I will take this into account when assessing your project (I will ensure there is a fair and consistent baseline where overall project complexity is taken into consideration)

12AssurancesImportant: This module adopts the opposite view to CSC2007. I do not want you to make use of existing code, and I do want you to reinvent the wheel.

Warning: Plagiarism on this module would have a significant effect on your entire degree.

Why? To gain a better insight into how each components operate, and to become a more capable programmer.Existing solutions for each component are available and may be consulted and explored in order to help you better understand a coded solution and to inspire your own coded solution. The use of existing source code cannot extend beyond this.

13Project Plan: Semester OneThe project will assume an agile development approach. Aims and aspiration document: Your initial aims and goals, i.e. what you find interesting, what development appeals, etc. Project proposal document: Setting out what you hope to accomplish in terms of the type and features of game engine component to develop. You will also put together a collection of user stories describing the system you plan to develop. Reminder: the project proposal is not binding.

14Project Plan: Semester TwoSprint 1 Report

Sprint 2 Report

Sprint 3 Report

Submission and DemoEach sprint progress report will consist of :Retrospective: providing a reflective account of work over the last two weeks. You can also revise your user stories if the project takes on a different direction.Sprint planning: providing details the user stories you intend to implemented within the next sprint.Sprint review meeting: Demonstration of the code developed during the completed sprint.Start Week 12 Project submissionFinal project submission, comprising game engine components alongside a suitable test harness enabling component functionality to be demonstrated.Week 12 Project DemonstrationDemonstration of the developed game engine components.

15Recommended ReadingA total of four text books are recommended. They all provide an excellent reference source and are highly recommended (they will serve you well in the future). Extra reading material will be provided throughout the module.

Game Physics Engine Development

Game Engine Architecture

16Recommended ReadingReal-Time Collision Detection

Artificial Intelligence for Games

17Useful informationSemester One Lectures:Thursday Lecture10:00 11:00 BCB / Java SuiteFriday Lecture 14:00 16:00 BCB / java SuiteSemester Two Sprint Review Meetings: Three week Sprint ReviewsTBC

Key URLs:Queens Onlinehttp://www.qol.qub.ac.ukXNA Creators Clubhttp://creators.xna.com/DirectXhttp://www.microsoft.com/directxDirectX MSDNhttp://msdn.microsoft.com/directxOpenGLhttp://www.opengl.org/Blender (Model editor)http://www.blender.org/GIMP (Image editor)http://www.gimp.org/Audacity (Sound editor)http://audacity.sourceforge.net/

18Directed ReadingDirected reading on game engine architecture

Directedreading

19Directed readingRead the CSC3049 Module Handbook for more information on the topics explored today.

Directedreading

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Summary

To do:Read the recommended directed readingDo purchase the recommended readingToday we explored:

What CSC3049 is all about.Module contentsProject details

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