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CS 679: Computer Game Technology. http://www.cs.wisc.edu/~cs679-1/ Fall 2003. The Professor…. Stephen Chenney schenney@cs.wisc.edu Office: 6387 Comp Sci Office Hours: Email to arrange a time. The TAs. Matt Anderson (manderso@cs.wisc.edu) Eric McDaniel (chate@cs.wisc.edu)

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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
  • schenney@cs.wisc.edu
  • Office: 6387 Comp Sci
  • Office Hours: Email to arrange a time

CS679 - Fall 2003 - Copyright Univ. of Wisconsin

the tas
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

contacting us
Contacting Us
  • Email Prof and TAs: cs679-1@cs.wisc.edu
  • Email class: cs679-1list@cs.wisc.edu
  • Use these lists
    • Email to one TA or Prof will not be read by others, thus slowing the response

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

slide20
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