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Learning outcomes |
The general objectives of the course unit are: - To provide students with a comprehensive understanding of computing and computer graphics through digital games. - To equip students with skills in innovation, design, and development of game engines, including their data structures and algorithms. - To prepare students for research at the master's and doctoral levels.
Regarding the learning objectives, the student should be able to at least: - Use a game engine to create a game. - Build a geometric kernel for modeling 3D scenes (e.g., "wing edge data structure"). - Build a point search algorithm (e.g., "nearest neighbor") from an acceleration data structure (e.g., Kd-tree). - Build a collision detection algorithm in 3D scenes (e.g., GJK algorithm). - Build a pathfinding algorithm in 3D scenes (e.g., A* algorithm). - Build a shadow generation algorithm in 3D scenes.
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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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