CS 583 3d Game Programming Topics developed in Course

 

The course depends on using a specific game engine each semester it is taught.  There are published texts that provide the needed software, i.e. the game engine and its development tools.  The course has used the texts:

 

3D Game Programming All in One by Kenneth C. Finney, Thomson Course Technology Publisher, Boston MA, 2004.  Software included is version 1.3 of the Torque Game Engine from Garage Games. ISBN 13: 978-1-59200-136-1 © 2004, ISBN 10: 1-59200-136-X

 

http://www.course.com/catalog/product.cfm?isbn=1-59200-136-X&CFID=8524791&CFTOKEN=62737953

Game Programmer’s Guide to Torque, Edward F. Maurina III, GG Press / A.K. Peters Ltd., Wellesley MA,2006,  Software included is version 1.4 of the Torque Game Engine from Garage Games.  ISBN-10: 1568812841   ISBN-13: 978-1568812847

 

http://gamers.hallofworlds.com/products/gpgt/  (from author) or http://www.garagegames.com/pg/product/view.php?id=87 (from publisher)

 


There is also the opportunity to use the Microsoft XNA Game Development environment for the Xbox 360 console.  The CS department does not have access to the Game Console of an Xbox 360, so the course continues to focus on using the PCs with Torque Game Engine.

 

The following topics are covered in 30 minute lectures out of the 1 hour 15 minute class session, discussing an overview with online links to additional materials.  Since not all topics are for all students enrolled in the class, the instructor feels all students should be exposed (30 minute overview) to all topics.  Subsequently, student pursue detailed info according to their own interests and skill sets.

 

Tests cover material indicated as “all” in the table below.

 

Topics Covered in CS 593 3d Game Programming (adapted from Finney)

 Order

Topics

Lecture & Discussion

Class Role Responsible
[artist game_coder network_coder]

1

Intro to 3D Game Develpment

Course intro, review of text, syllabus, & lab issues.   Discuss Industry, Elements of 3D Games,

   all

2

Game Industry and the Game Development Pipeline

History of games from before computers and the evolving field of computer game development.  The steps in game development as a software engineering process.  The roles of members of the game team.

  all

3

3D Concepts

Coordinate systems, constructing models, rendering & transformations, programming.

  all

4

Game Play

Torque Script. Describe game structure. Client vs. server design issues.

  all

5

World View of Game Programming

How the field is perceived by general public.  Programmer responsibility for their game.

  all

6

Computer and Network Responsibility

Software Licenses, campus expectation of student computing behavior, campus requirement of network usage.

  all

7

Network
Common Scripts

Messaging and ways it can be used. Uses for Master Server concept Common code base vs. Control code - design decisions that lead to each.

 Game_coder and Network_coder primarily

8

Introduction to Textures
Skins

Demonstrate Paint Shop Pro and major features. Describe UV Unwrapping and skinning process. Demonstrate.

  Artist primarily

9

Working in a Group

Game Industry is a team-work environment.  Students develop understanding of the roles and skills needed to be an effective team member.

  all

10

GUI Elements
Structural Material Textures

Describe various GUI controls, demonstrate the GUI Editor, and show relationship to .GUI file type contents. Segue discussion to structures and textures. Lead student discussion of sources of textures for use in games.

  Artist and Game_coder primarily

11

Terrains

Modeling with Softtware (Milkshape)

Describe terrain in gaming context. Relate real-world terrain to uses in game. Discuss fidelity, spread, and freedom of terrain. Demonstrate Modeling with Milkshape. Demonstrate using the UVMapper Tool. Lead discussion of modeling techniques.

  Artist and Game_coder primarily

12

Character Models

 Vehicle Models

Describe character modeling issues. Lead discussion on which techniques are suited to modeling which parts of a character.
Discuss pre-constructed models available on the Internet from Game community.  Evaluate suitability of freely available models.
Describe vehicle modeling issues. Lead discussion on which techniques are suited to modeling which parts of a vehicle.

  Artist and Game_coder primarily

13

Game Items.  Weapons.  Structures

Useful game items to be modeled.

  Artist primarily

14

Game World Environment

Programming Sound

Various environmental aspects of games that can be modeled, and why they are needed. 
Demonstrate Audacity, and lead discussion of where and when sound effects are useful in games.

 Game_coder primarily

15

Sound and Music

 The Game Mission

Describe sound effects (like footsteps) and why they are important. Use of music in games - where, when, why, how.
Describe utility of requirements specifications.

 Game_coder primarily

16

The Game Server

The Game Client

Describe importance of using server-side code for certain game-play issues. Discuss event triggers.
Describe which game mechanisms are best left to the client code.

 Network_coder and Game_coder primarily

Final

The End Game: Wrap-up, Presentations, and Demonstrations

Describe testing and hosting issues. Lead round-table discussion of game ideas. 

   all