Cs 679 computer game technology
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CS 679: Computer Game Technology. http://www.cs.wisc.edu/~cs679-1/ Fall 2003. The Professor…. Stephen Chenney [email protected] Office: 6387 Comp Sci Office Hours: Email to arrange a time. The TAs. Matt Anderson ([email protected]) Eric McDaniel ([email protected])

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Cs 679 computer game technology

CS 679: Computer Game Technology

http://www.cs.wisc.edu/~cs679-1/

Fall 2003

CS679 - Fall 2003 - Copyright Univ. of Wisconsin


The professor
The Professor…

  • Stephen Chenney

  • [email protected]

  • Office: 6387 Comp Sci

  • Office Hours: Email to arrange a time

CS679 - Fall 2003 - Copyright Univ. of Wisconsin


The tas
The TAs

CS679 - Fall 2003 - Copyright Univ. of Wisconsin


Contacting us
Contacting Us

CS679 - Fall 2003 - Copyright Univ. of Wisconsin


The interactive entertainment industry
The Interactive Entertainment Industry

  • Hardware makers produce gaming hardware

    • eg Sony, Nintendo, Microsoft, …

  • Game Developers create games

    • eg Electronic Arts (EA), Epic, ID, thousands of others

  • Publishers publish games

    • eg Sony, Nintendo, EA, …

  • The model is similar to books or movies

    • One group creates it, another distributes it, and another supplies the underlying infrastructure

CS679 - Fall 2003 - Copyright Univ. of Wisconsin


Flavors of game developer
Flavors of Game Developer

  • Game Designers decide on the format and behavior of the game

  • Artists design models, textures, animations and otherwise are responsible for the look of the game

  • Level Designers create the spaces in which the game takes place

  • Audio Designers are responsible for all the sounds used in the game

  • Programmers write code, to put it all together, and tools, to make everyone else’s job simpler

  • And others: Production, management, marketing, quality assurance

CS679 - Fall 2003 - Copyright Univ. of Wisconsin


Course outline
Course Outline

  • Real-time graphics

    • Lighting and shading, modeling, data management

  • AI: Game term for behavior

    • Creating characters, path planning, generating motion

  • Networking: Playing together

    • Protocols for gaming, architectures, managing bandwidth

  • Full (tentative) syllabus online

CS679 - Fall 2003 - Copyright Univ. of Wisconsin


Disclaimer
Disclaimer

  • Game development requires more than graphics, AI and networking

    • Design, Art, Software engineering, Production, Audio, …

  • This course won’t formally cover any of that stuff

    • Nor will it give you much experience with middleware, console programming, mobile gaming, contract negotiation, …

CS679 - Fall 2003 - Copyright Univ. of Wisconsin


Books
Books

  • Official textbook: “Real-Time Rendering, 2nd Edition”

    • Probably the best single book on real-time techniques, and not just rendering

  • Other useful books:

    • “The OpenGL Programming Guide”

    • “The Cg Tutorial” covers some material for the project

    • “Game Programming Gems” and the sequels and offshoots have many useful things

    • “3D Game Engine Design”, lots of equations, not much exposition

  • Website: www.gamasutra.com

    • Game developer technical and trade news

    • Other specific web sites

CS679 - Fall 2003 - Copyright Univ. of Wisconsin


What i assume you know
What I assume you know

  • 3D graphics concepts and programming

    • “Standard” lighting and shading

    • Modeling techniques

    • Vectors, matrices, geometric reasoning

    • OpenGL will be the graphics API discussed in lectures

  • I assume you are competent with at least one user interface toolkit eg FLTK, MFC, Glut, Gtk, …

    • Make sure it’s supported on Windows

  • I assume you are competent with at least one programming language and environment under Windows

CS679 - Fall 2003 - Copyright Univ. of Wisconsin


Grading
Grading

  • Midterm and final

    • Approx 40% of the grade, might change

  • Project

    • Multiple stages staggered through the semester

    • Work in groups of 3-4

CS679 - Fall 2003 - Copyright Univ. of Wisconsin


Project
Project

  • The project is to create a game

  • Issues:

    • Game design

    • Groups

    • Timeline

    • Grading

    • Tools

CS679 - Fall 2003 - Copyright Univ. of Wisconsin


Game design
Game Design

  • Design your game around the concept of guiding a vehicle

    • Race games

    • Scavenger hunt games

    • Puzzle games

  • Why this theme?

    • Easy to get started and clear progression

    • Simple alternatives for all the important pieces: art, physics, control

    • Wide range of potential game styles

  • Feel free to steal ideas from existing games

    • It’s what the professionals do

CS679 - Fall 2003 - Copyright Univ. of Wisconsin


Working in groups
Working in Groups

  • Working in groups is not easy, and it is an acquired skill

  • For some information on group functioning, read

    • http://www-honors.ucdavis.edu/vohs/index.html

  • I want you to form groups by Monday

    • Use the whiteboard in 1347

    • Move your name from the “unattached section” to the “groups” section, starting a new group if necessary

  • There will be some group evaluation exercises through the semester

CS679 - Fall 2003 - Copyright Univ. of Wisconsin


Timeline
Timeline

  • Something due roughly every 2 weeks throughout the semester

  • First stage: Design and User Interface programming

  • Subsequent stages:

    • Advanced rendering

    • AI

    • Physics

    • Networking (?)

  • Refinement of earlier stages is allowed

CS679 - Fall 2003 - Copyright Univ. of Wisconsin


Grading1
Grading

  • Groups will be graded as one, but there may be adjustments for individuals

  • Each group will set goals for the stage

    • Advice will be given on reasonable goals

    • Goals will be discussed and recorded near the start of each stage

    • Goals can be modified in the face of problems

  • You will be graded based on how well you achieve your goals, with a degree of difficulty factor

  • Each stage will require a demo

CS679 - Fall 2003 - Copyright Univ. of Wisconsin


Tools
Tools

  • The only requirement is that your project run in B240 (Windows 2000)

  • We strongly prefer OpenGL

    • The lectures will assume OpenGL, and we know nothing about DirectX

  • Choose any UI toolkit: Natural options are FLTK, MFC, Glut, …

    • We are most familiar with FLTK, but it has some (non-debilitating) issues for real-time interactive programming

  • You will probably want to use Cg for the second project stage

CS679 - Fall 2003 - Copyright Univ. of Wisconsin


More tools
More Tools

  • Models and art will be an issue

    • We have licenses for Maya, but no well established path to get models into OpenGL

    • Building models by hand might be the most efficient option

    • You are free to use any available tools, provided you acknowledge it

  • Textures should be a lesser problem

  • Don’t be scared to write small tools if you think it will make your project easier

CS679 - Fall 2003 - Copyright Univ. of Wisconsin


First stage
First Stage

  • Due Mon Sept 22, 4pm

  • First stage, 1st part: Design a game, put it on paper

    • Outline of game objectives

    • Sketches of potential looks

  • First stage, 2nd part: Get a simple environment up and running with a vehicle and some control

    • Minimal requirements for rendering quality – colored boxes is fine

    • You can modify something you have previously written

    • You can even borrow something from someone else

CS679 - Fall 2003 - Copyright Univ. of Wisconsin


Todo

  • By Monday: Formulate groups, whiteboard room 1347

  • By Monday: Read booklet on group work

    • http://www-honors.ucdavis.edu/vohs/index.html

  • By Friday, Sept 12: Goals for stage 1

CS679 - Fall 2003 - Copyright Univ. of Wisconsin


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