Learning outcomes |
The general objectives of the course are: - To enable students with a holistic view of computer graphics in digital games. - To enable students with skills in the innovation, design and development of game engines, including their data structures and algorithms. - To prepare students for the research at MSc and PhD levels.
Regarding learning objectives, at the end of course the student must at least: - To be able to develop and implement a collision detection algorithm for objects moving in a 3D scene (e.g., Gilbert-Johnson-Keerthi algorithm). - To be able to develop and implement a pathfinding algorithm in 3D scenes (e.g., A* algorithm). - To be able to make a critical analysis of an algorithm relating to a given gaming technology, and thereafter to be able to sketch an innovative algorithm or a set of hypotheses that could lead to innovation in game technology and / or algorithms.
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Main Bibliography |
- D. Eberly. 3D Game Engine Architecture. Morgan Kaufmann Publishers, 2005. - J. Gregory, J. Lander, and M. Whiting. Game Engine Architecture, 2nd ed., AK Peters / CRC Press, 2014. ------- - M. McShaffry and D. Graham. Game Coding Complete, 4th ed., Cengage Learning PTR, 2012. - 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, E. Haines, and N. Hoffmann. Real-Time Rendering, 3rd ed, . A.K. Peters / CRC Press, 2008. - 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.
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