CS 679: Computer Game Technology http://www.cs.wisc.edu/~cs679-1/ Fall 2003 09/02/03 CS679 - Fall 2003 - Copyright Univ. of Wisconsin The Professor… • • • • Stephen Chenney [email protected] Office: 6387 Comp Sci Office Hours: Email to arrange a time 09/02/03 CS679 - Fall 2003 - Copyright Univ. of Wisconsin The TAs • • • • Matt Anderson ([email protected]) Eric McDaniel ([email protected]) Office: 1347 (Graphics research lab) Office Hours: Email 09/02/03 CS679 - Fall 2003 - Copyright Univ. of Wisconsin Contacting Us • Email Prof and TAs: [email protected] • Email class: [email protected] • Use these lists – Email to one TA or Prof will not be read by others, thus slowing the response 09/02/03 CS679 - Fall 2003 - Copyright Univ. of Wisconsin 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 09/02/03 CS679 - Fall 2003 - Copyright Univ. of Wisconsin 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 09/02/03 CS679 - Fall 2003 - Copyright Univ. of Wisconsin 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 09/02/03 CS679 - Fall 2003 - Copyright Univ. of Wisconsin 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, … 09/02/03 CS679 - Fall 2003 - Copyright Univ. of Wisconsin 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 09/02/03 CS679 - Fall 2003 - Copyright Univ. of Wisconsin 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 09/02/03 CS679 - Fall 2003 - Copyright Univ. of Wisconsin Grading • Midterm and final – Approx 40% of the grade, might change • Project – Multiple stages staggered through the semester – Work in groups of 3-4 09/02/03 CS679 - Fall 2003 - Copyright Univ. of Wisconsin Project • The project is to create a game • Issues: – – – – – 09/02/03 Game design Groups Timeline Grading Tools CS679 - Fall 2003 - Copyright Univ. of Wisconsin 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 09/02/03 CS679 - Fall 2003 - Copyright Univ. of Wisconsin 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 09/02/03 CS679 - Fall 2003 - Copyright Univ. of Wisconsin 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 09/02/03 CS679 - Fall 2003 - Copyright Univ. of Wisconsin 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 09/02/03 CS679 - Fall 2003 - Copyright Univ. of Wisconsin 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 09/02/03 CS679 - Fall 2003 - Copyright Univ. of Wisconsin 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 09/02/03 CS679 - Fall 2003 - Copyright Univ. of Wisconsin 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 09/02/03 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 09/02/03 CS679 - Fall 2003 - Copyright Univ. of Wisconsin
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