Code |
11498
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Year |
1
|
Semester |
S2
|
ECTS Credits |
6
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Workload |
PL(30H)/T(30H)
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Scientific area |
Informatics
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Mode of delivery |
Face-to-face.
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Work placements |
N/A.
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Learning outcomes |
Objectives of the Course Unit: - To enable students to have a holistic vision of computing through video games. - To enable students to develop skills in innovation, design and development of game engines, including its data structures and algorithms.
Learning outcomes of the course unit: At the end of this course unit a student should be able to: - Use a game engine to build a game. - Implement, test and embed an algorithm in a game sub-engine, either a geometry sub-engine, or in an artificial intelligence sub-engine, or in a sub-engine concerning physics and collision of bodies, etc. - Make a critical analysis of an algorithm relative to a given game technology, and, thereafter, be able to sketch an innovative algorithm or a set of hypotheses that could lead to innovative technologies and / or algorithms for games.
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Syllabus |
- Introduction, planning, and project. - Game genres. - Architecture of game engines. - Object data structures. - Scene graph and management. - Spatial data structures. - Culling. - Terrain generation and modelling. - Motion and collisions. - Collision detection/resolution. - Game physics. - Path finding. - Steering behaviors and crowds. - Game networking.
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Main Bibliography |
- D. Eberly. 3D Game Engine Architecture. Morgan Kaufmann Publishers, 2005. - D. Eberly. 3D Game Engine Design. Morgan Kaufmann Publishers, 2007.
Further Bibliography: - A. Watt and F. Policarpo. 3D Games: Real-time Rendering and Software Technology (vol.1). Addison-Wesley Publ. Company, 2000. - A. Watt and F. Policarpo. 3D Games: Animation and Advanced Real-time Rendering (vol.2). Addison-Wesley Publ. Company, 2003. - T. Akenine-Moller and E. Haines. Real-Time Rendering. A.K. Peters, 2002. - D. Eberly. Game Physics. CRC Press, 2010. - Christer Erikson. Real-time Collision Detection. The Morgan Kaufmann Series in Interactive 3-D Technology, CRC Press, 2004. - Ian Millington and John Funge. Artificial Intelligence for Games. CRC Press, 2009. - Mat Buckland. Programming Game AI by Example. Wordware Publishing Inc., 2004. - Jouni Smed and Harri Hakonen. Algorithms and Networking for Computer Games. John Wiley & Sons, 2006.
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Language |
Portuguese. Tutorial support is available in English.
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