CMT3317 3D Graphics and Games Module Handbook Autumn term – October start (24 week module) 2014/2015 Dr P.J. Passmore School of Science and Technology 1 Information in alternative formats This handbook can be found online at: http://unihub.mdx.ac.uk If you have a disability which makes navigating the website difficult and you would like to receive information in an alternative format, please contact: Elizabeth Stokes Tel: 0208 411 6366 [email protected] We can supply sections from this publication as: a Word document with enlarged type — sent by email or supplied on a CD or memory stick printed copy with enlarged type printed copy on non-white paper as Braille Other formats may be possible. We will do our best to respond promptly. To help us, please be as specific as you can about the information you require and include details of your disability Disclaimer The material in this handbook is as accurate as possible at the date of production however you will be informed of any major changes in a timely manner. Other Documents Your module handbook should be read and used alongside your programme handbook and the information available to all students on UniHub including the Academic Regulations and Student Charter 2 Contents Contents ......................................................................................................................... 3 Module Summary/Introduction ...................................................................................... 4 Introduction ................................................................................................................ 4 The module teaching team ......................................................................................... 4 Contacting the Module Leader ................................................................................... 4 UniHelp ...................................................................................................................... 4 Module Aims ............................................................................................................. 4 Learning Outcomes .................................................................................................... 4 Assessment Scheme ................................................................................................... 5 Assessment Weighting ............................................................................................... 5 Reading Materials ...................................................................................................... 5 Core Texts .............................................................................................................. 5 Additional texts ...................................................................................................... 6 Book Purchase Suggestions ................................................................................... 6 Study hours outside class contact .............................................................................. 6 Brief Guide to Web-based Module Material ............................................................. 6 Coursework .................................................................................................................... 7 Details of Coursework ............................................................................................... 7 Deadline for Submission of Coursework ............................................................. 11 Re-sit coursework ................................................................................................ 11 Electronic Receipt of Coursework ....................................................................... 12 Intellectual Property ............................................................................................. 12 Feedback to students on coursework ................................................................... 12 Coursework return ............................................................................................... 12 Lecture Plan ................................................................................................................. 13 Useful Information ....................................................................................................... 15 MyUniHub ............................................................................................................... 15 Attendance Requirements ........................................................................................ 15 Academic Dishonesty .............................................................................................. 15 Plagiarism ................................................................................................................ 15 Appeals .................................................................................................................... 16 3 Module Summary/Introduction Introduction This module addresses 3D graphics and games development in a hands on way using and industry standard platform (currently Microsoft XNA) for developing programs. The module teaching team P. Passmore Contacting the Module Leader You can contact your module leader in the following ways (but its best to use email first): Office Hours - Room No: TG10 TBA email for an appointment. Email Telephone Web page: [email protected] 020 8411 6428 https://myunihub.mdx.ac.uk UniHelp On the Hendon campus, UniHelp is located on the Ground Floor of the Sheppard Library 08.30 – 21.30 Office Hours: Monday to Friday: 11.00 – 18.00 Saturday and Sunday: Module Aims The aim of this module is to examine in depth the concepts and techniques needed in the construction of interactive graphics systems such as 3D computer games, covering advanced programming and graphics programming techniques. It aims to provide students with practical experience via significant individual project work developing 3D programs and a substantial 3D game using an industry standard environment. Learning Outcomes On completion of this module, the successful student will be able to: Knowledge 1. Demonstrate understanding of a wide range of techniques and algorithms used in implementation of 2D and 3D graphics and games systems 4 2. Demonstrate in depth knowledge of an industry standard development environment including the appropriate use of libraries 3. Demonstrate understanding of mathematical methods used in the domain of graphics and games including the use of vectors, matrices and transformations Skills 4. Produce game design documentation 5. Use an industry standard game development library and tools to develop an individually researched and designed 3D game 6. Manage resources and time in the design and development of a substantial individual coding project Assessment Scheme Due to the vocational focus of the course it is assessed by 100% coursework, over three coursework assessments. A formative low level graphics programming assignment (which is formative so there are no marks ) which will cover learning outcomes 1, 2 and 3 A major design and programming assignment, the design and development of a 3D game, (worth 65% of the total course mark) which covers the assessment of all learning outcomes from 1 through 6 A significant development assignment using a fully integrated development engine, involving the development of a 3D game/simulation/world, (worth 35% of the total course mark) which covers the assessment of all learning outcomes from 1 through 6 excluding 4. Assessment Weighting Coursework (no examination): 100% Reading Materials Core Texts Miller T. and Johnson D. “XNA Game Studio 4.0 Programming: Developing for Windows Phone 7 and Xbox 360: Developing for Windows Phone and Xbox Live” 2010.: ISBN-10: 0672333457 , ISBN-13: 978-0672333453 Goldstone Will. “Unity 3.x Game Development Essentials” PACKT PUBLISHING, 2011. ISBN-10: 1849691444 ISBN-13: 978-1849691444 5 Additional texts Carter C.” Microsoft XNA Game Studio 3.0 Unleashed” Sams, 2009. ISBN-13: 978-0672330223 Grootjans R. “XNA 3.0 Game Programming Recipes: A Problem-Solving Approach”, Apress. 2009. ISBN-13: 978-1430218555 Evangelista A, Leal de Farias and Lobao J. “Beginning XNA 3.0 Game Programming: From Novice to Professional”, Apress, 2009. ISBN-13: 9781430218173 Book Purchase Suggestions Amazon. Study hours outside class contact The study hours for each credit point are 10 hours. For a 30-credit module this equates to 300 hours. Therefore, if a module has time-tabled activities i.e. lecture/seminar/lab, of 3 hours per week for a 24 week period (total of 72 hours), then the out-of-class study commitment expected of students is 228 hours in total. Brief Guide to Web-based Module Material All web based material is linked from the base course webpage on the CMT3317 webpage on MyUniHub (https://myunihub.mdx.ac.uk ). 6 Coursework Details of Coursework Coursework 1: Menus, Components, AI This coursework is formative only and therefore does not contribute to the final marks. Aim: to demonstrate that you can understand, merge, adapt and extend example programs that include the implementation of a menu front end system and AI examples of chasing and evading behaviour. This requires producing a substantial program and the intention is that the work should contribute to your portfolio for demonstration to prospective employers. Specification 1.) You should download and merge the two example programs from the App Hub website “Game State Management”, and “Chase and evade” 2.) You should re-skin (i.e. change the look and feel and possibly the sequence of screens to suit your demo. 3.) You could extend the demo for extra practice. For example implementing the game part in 3D, producing more examples of chase and evade behaviour, adding obstacles, actually making it into a game, creating components (e.g. an input component) etc Submitting work You must submit your work ELECTRONICALLY ONLY by compressing all your files into a single .zip file and uploading it to the CMT3317 Oasisplus webpage. You do not have to submit a hard copy. You should submit a compressed file .zip file containing: all your source files and an EXECUTABLE. a short document explaining: - what you wanted to do - what problems you had - what special features/functions have you used Deadline The deadline is the end of week 4. 7 Coursework 2: 3D game/simulation in XNA. This will be worth 65% of the course marks. Aim: to demonstrate that that you address the real-time constraints of programming an interactive graphical system, can produce a sensible design and document it, and program using XNA sufficiently to implement a 3D game or simulation. This requires producing a substantial program and the intention is that the work should contribute to your portfolio for demonstration to prospective employers. It is open ended in the sense that the game/simulation you choose to work on and what aspects of that you choose to focus on are up to you. The intention behind this is for you to be able to demonstrate your skills to the best of your ability, as you can in your final year project. You have to complete this coursework individually but you are encouraged to beg and borrow where you can to improve the overall quality of your output – this may include, for example, getting artists to help you with artwork and models but this must be CLEARLY ACKNOWLEDGED in your write up. You are also strongly encouraged to help each other concerning design and programming but any straightforward plagiarism will be penalised according to university regulations. Specification: Design. You have to implement a game or VR simulation, and it’s up to you to decide what to do. However your design is going to be important for this coursework, and you will have to produce a design document which will attract 30% of overall marks. This document will vary in form slightly depending on the type of game/simulation you produce. We will discuss design documentation and related issues in the lectures. You will be expected to address such in your design including: Unique Selling Point: your game/simulation must have some features which are unique in the sense that your work is not a direct copy of anything you have seen or heard of before – this doesn’t mean you have to come up with something totally unique, only that it must be different from what exists in some ways. Check with me if you are unsure. Who your target audience is and how your design caters for them. Justification of format and genre. Story line/scene setting as appropriate. Sketches (rough!) of artwork, characters, models etc Story boarding/sketches of important sequences/frames Design of interaction in multi-player games Documentation of game/simulation engine Documentation of level design A realistic assessment of what is achievable in relation to the capabilities of the hardware platform as you understand it Implementation What you implement must substantially cover features of your design but I don’t expect a completed product. 8 Your implemented work must have a substantial 3D component (eg: at least 60%) and some 2D elements. Your work should be polished, ie: appropriate intro/transition screens, help etc. You should also produce a short implementation document showing how you realised your design and a critical evaluation of how you got on. To facilitate marking, your program must have (preferably hidden to the casual user) a lecturer button or program debug #define that gives infinite lives or similar so that your work can be assessed at one sitting by the assessor. I can only give little credit (up to 5%of marks) for artistic and modelling ability so don’t waste too much time on this if you’re not getting on too well. This, as usual, is an open ended specification so make sure you discuss any ideas you have with the course tutor before implementing them if you have any doubt as to how relevant they are. Marks are allocated for effort in producing your game. Where you direct your efforts depends on what sort of game you are developing (eg: a technique may be appropriate in one game but not in another) and your interests (eg: you maybe more interested in graphics effects than AI). A sample (by no means exhaustive) list of more advanced features that could be included in a game are given below. 3D Specific examples: Hierarchical articulated model animation Skinned mesh animation Procedural generation of game objects (eg: trees) Level of detail control in graphics General examples: More sophisticated collision detection, eg: pixel perfect; hierarchical; using line equations etc for 2D, OBBs, polygon/polygon intersections etc for 3D. Sophisticated and appropriate collision response eg: bouncing etc. Modelling of physics: eg: making a car skid or roll over etc (note modelling does not necessarily have to be correct, playability considerations may suggest that alternate physics be used eg: weaker gravity, greater squash and stretch etc) Sophisticated use of vectors and matrices or quaternions in calculations (eg for movement) Game AI: this can take many diverse forms, from simple code to govern enemy behaviour, to real and potentially complex AI topics like path-finding, agent technology, planning etc. Considered user interface design Playability aspects such as being able to ramp up the difficulty of the game over time appropriately to maintain player interest, having different levels etc. Development of tools to assist in game development such as level, background, or texture editors. Special effects eg: sprite based/particle system simulation of fire or smoke etc, lens flare etc. and use of pixel and vertex shaders Deliverables You must submit your work ELECTRONICALLY ONLY by compressing all your files into a single .zip file and uploading it to the CMT3317 Oasisplus webpage. You do not have to submit a hard copy. You may have to scan some of your documents (e.g. sketches) to submit them electronically. 9 You must submit a compressed file .zip file containing: all your source files and an EXECUTABLE. your design document as discussed above including a short document explaining: - what problems you had - what special features/functions have you used a statement saying the work is your own, or if you have used the work of others or had particular help from others this must be clearly acknowledged here. Marking Scheme The coursework will be marked out of 100 and then scaled down Design and implementation documentation Getting your basic idea to work 3D features 2D features Other features 30% 10% 25% 10% 25% Deadline The deadline is the end of week 14. Coursework 3: 3D game/simulation using Unity. This will be worth 35% of the course marks. Aim: to demonstrate that that you develop a 3D game or simulation using the Unity fully integrated development engine. This requires substantial development and the intention is that the work should contribute to your portfolio for demonstration to prospective employers. However whilst being the same general specification as coursework 2 above, no design documentation is needed and a smaller scale development is expected as evidenced by the amount of marks given. It is open ended in the sense that the game/simulation you choose to work on and what aspects of that you choose to focus on are up to you. The intention behind this is for you to be able to demonstrate your skills to the best of your ability, as you can in your final year project. Specification: Design. Unlike the second coursework there is no requirement to document your design. Implementation Your implemented work must have a substantial 3D component It should involve substantial scripting in C# (probably, but javascript or boo is also acceptable) Your work should be polished, i.e: appropriate intro/transition screens, help etc. 10 To facilitate marking, your program must have (preferably hidden to the casual user) a lecturer button or program debug #define that gives infinite lives or similar so that your work can be assessed at one sitting by the assessor. As with coursework 2 I can only give little credit (up to 5%of marks) for artistic and modelling ability so don’t waste too much time on this if you’re not getting on too well). This, as usual, is an open ended specification so make sure you discuss any ideas you have with the course tutor before implementing them if you have any doubt as to how relevant they are. As for coursework 2 marks are allocated for effort in producing your game. Where you direct your efforts depends on what sort of game you are developing (eg: a technique may be appropriate in one game but not in another) and your interests (eg: you maybe more interested in graphics effects than AI). A sample (by no means exhaustive) list of more advanced features that could be included in a game are given for coursework 2 above. Deliverables You must submit your work ELECTRONICALLY ONLY by compressing all your files into a single .zip file and uploading it to the CMT3317 Oasisplus webpage. You do not have to submit a hard copy. You must submit a compressed file .zip file containing: all your source files and an EXECUTABLE. a short document explaining: - what problems you had - what special features/functions have you used a statement saying the work is your own, or if you have used the work of others or had particular help from others this must be clearly acknowledged here. Marking Scheme The coursework will be marked out of 100 and then scaled down Getting your basic idea to work 3D features Other features 10% 45% 45% Deadline The deadline is the end of week 22. Submission of Coursework Sometimes deadlines from different module will come at the same time and it is important to plan your workload to meet these deadlines. 11 Re-sit coursework Please note that re-sit coursework specifications will be the same as for the main courseworks, however unless you have the agreement of the module leader you MUST produce different programs/games (from those submitted originally) for your re-sit courseworks. The deadline for all resit coursework is the university deadline for resit coursework. Electronic Receipt of Coursework When electronic submission is a requirement, it must be done via MyUniHub, never via email. Intellectual Property In most cases, students hold the intellectual property rights in the work they produce for assessment. There are some exceptions such as where the work is commerciallysponsored, or the aim of the module is to develop intellectual property, or where the student is sponsored or employed, or on placement. Students are asked to read the Middlesex University Policy Statement ‘Intellectual Property Rights: https://myunihub.mdx.ac.uk Feedback to students on coursework Students should receive a generic School Coursework Feedback. Your will also receive continual feedback in the lab sessions. Coursework return Coursework is not normally returned to students, so it is your responsibility to retain a copy of what you submit. 12 Lecture Plan Please note that as latest editions of the books by Cawood and McGee and Carter were not available at the time of printing this handbook, page numbers are not given. Lab Weeks work Cswk 1 1,2 Subject Brief contents References Module overview Components, drawable components, interfaces, and XNA game services Cawood and McGee Carter Powerpoint slides Cswk 1 3 Introduction to course XNA – Components, interfaces, game services Introduction to 3D Increasing realism, nonphotorealism, transformations in 3D, quaternions, basic viewing, history of the graphics pipeline. Cawood and McGee Carter Powerpoint slides Cswk 1 4,5 Cswk 2 Introduction to 3D in XNA Cswk 2 6 3d modelling in MAX Load a model, viewing, drawing bone systems and transformation, view matrices, local and world transformations Basic guide to interface, simple modelling techniques, simple texturing, exporting to XNA Cswk 2 7 3D in XNA– camera models, simple object models, 3D in XNA– world building and scene management Various camera models. Simple object models. Billboarding, blending Cswk 3 9 Game Design Documentation Game concept, mechanics, user interface, art, sounds, story, level requirements, technical analysis etc. Cswk 2 10 - 11 Animating objects Model cycling, Finite State Machines for Non Playable Characters, articulated object animation, forward Cswk 2 8 Object arrays, scaling, collision detection. Mixing sprites and 3D. 13 Cawood and McGee Carter Powerpoint slides Powerpoint slides Cawood and McGee Carter Powerpoint slides Cawood and McGee Carter Powerpoint slides Cawood and McGee Carter Goldstone Cswk 2 12 Cswk 2 13 Open (Emerging technology) World building Cswk 3 14 GUEST speaker Cswk 3 15 Pixel and vertex shaders Cswk 3 16 Unity interface and concepts Introduction to scripting Creating environments Cswk 3 17 Cswk 3 18 Cswk 3 19 Cswk 3 20 Player characters and further scripting Importing models Collision and triggers Cswk 3 21 Instantiation and rigid bodies Cswk 3 22 Particle systems Cswk 3 23 Animation Cswk 3 24 Open (Emerging technology) and inverse kinematics and bone systems. Blending animations. To be announced Powerpoint slides World surface map, object maps, collision detection. Mixing sprites and 3D objects. Working in the games industry. How to use a pixel shader. High Level shading Language, pixel shaders, effects, render targets. Vertex shaders 3D, Rigid body physics, the unity interface C# and javascript scripting, prefabs Terrain tools, illumination, skyboxes Powerpoint slides First person controller Further scripting Character movement Importing 3d models, texturing etc Adding colliders adding triggers raycasting Forces Rigidbodies Scripting forcces Intro to particle systems Fire Smoke etc Animation basics Linear interpolation Character animation To be announced 14 Powerpoint slides Cawood and McGee Carter Powerpoint slides Goldstone ch1 Goldstone ch2 Goldstone ch3 Goldstone ch4 Goldstone ch5 Goldstone ch7 Goldstone ch8 Goldstone ch10 Useful Information The School has a student website https://myunihub.mdx.ac.uk dedicated to enrolled Science and Technology students, which provides information to support you on your programme of study, including information on the School’s Academic staff and: UniHelp opening hours Module Review Forms Learning Resources: Science and Technology Programme Handbooks And other useful information such as Library Catalogue MyUniHub Lecturers' contact details can also be found on MyUniHub, the university's online learning environment. This can be accessed from the following url: https://myunihub.mdx.ac.uk Within each module you can find 'module information' which displays contact details for the lecturer and other information about the module. Attendance Requirements You should attend all scheduled classes. If you do not do so, you may not be able to demonstrate that you have achieved the Learning Outcomes for the module, and you are at risk of being graded “X” in the module. The definition of the X grade is: “Fail – incomplete without good reason: may not be reassessed.” As a general guide, you need to attend at least 75% of scheduled classes in order to be able to demonstrate achievement of all Learning Outcomes. On some modules, there may be more specific attendance requirements. Academic Dishonesty Taking unfair advantage in assessment is considered a serious offence by the university, which will take action against any student who contravenes the regulation through negligence, foolishness or deliberate intent. Academic dishonesty is a corrosive force in the academic life of the university; it jeopardises the quality of education and devalues the degrees and awards of the University. The full regulations on academic dishonesty are given in the University Regulations, Section F Infringement of assessment regulations - academic misconduct. Plagiarism Plagiarism is one specific form of cheating. The University Regulation Section F clearly sets out the University’s understanding of plagiarism and the regulations by which you as a student of the University are bound. The key University regulation is F2.3 which defines plagiarism as “The presentation by the student as their own work of a body of material (written, visual or oral) which is wholly or partially the work of another, either in concept or expression, or which is a direct copy.” Work presented for assessment must be the candidate’s own, or the work of a project group as requested by the tutor. Plagiarism is the representation of another person’s published or unpublished work as the candidate’s own by unacknowledged quotation. It is not an offence if the material is acknowledged by the candidate as the work of another through the accurate use of quotation marks 15 and the provision of detailed references and a full bibliography, although the Assessment Board will not expect work to rely heavily on direct quotations. In addition, the University Regulations set out the process for investigating allegations of plagiarism and describes the penalties. If you are found guilty, the repercussions are very serious indeed. You should take steps, therefore, to understand what plagiarism is, how it can be identified and how you can avoid committing it; perhaps most importantly, you should reflect and come to understand why it is to your enormous advantage never to plagiarise because it is in effect cheating yourself and your fellow students). Full details on the Infringement of assessment regulations - Academic misconduct, can be found in the University Regulations - Section F. Appeals The full regulations on appeals are given in the University Regulations. Section G - Appeal regulations and procedures 16
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