| Code |
14530
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| Year |
1
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| Semester |
S1
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| ECTS Credits |
6
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| Workload |
OT(15H)
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| Scientific area |
Informatics
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Entry requirements |
-
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Learning outcomes |
This course unit aims to learn advanced topics related to the development of digital games. At the end of the course the student must be able to: Understand the main algorithms of collision detection, algorithms of path finding, and algorithms for emulating the behaviour of personages. Understand the particularities of modeling and animation for games. Be able to propose/develop an innovator algorithm for games.
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Syllabus |
Collision detection algorithms in games. Low-resolution models for games and textures. Mesh simplification algorithms Flock simulation and crowd simulation. Animation for games. Pathfinding algorithms. Game engine: Unity
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Main Bibliography |
- Steve Rabin, “Game AI Pro 3: Collected Wisdom of Game AI Professionals”, A K Peters/CRC Press; 1 edition, 2017. - Christer Ericson, “Real-Time Collision Detection”, CRC Press; 1 edition, 2004. - Mat Buckland, “Programming Game AI by Example”, Jones and Bartlett Publishers, Inc, 2004. - Flávio Andaló, "Modelagem E Animação 2D E 3D Para Jogos", Editora Érica, 2014.
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Teaching Methodologies and Assessment Criteria |
To achieve the objectives there are tutorial classes where the students have the opportunity to discuss the algorithms and concepts for each topic and a practical project where the student has the possibility to test their knowledge by implementing an algorithm to solve a problem proposed.
The evaluation will be based on a report about the state of art of a topic selected and by a practical project, as well as, their presentations. Report on the state of the art: 40% Presentation of the report: 10% Practical project: 40% Presentation of the project: 10%
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Language |
Portuguese. Tutorial support is available in English.
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