|
Course ID |
CS 596 |
Title |
3d Game Programming for Simulation |
|
Prerequisites |
CS 310 Data Structures or equivalent programming experience |
|
Text |
The Game Programmer’s Guide to Torque ISBN:1-56881-284-1, E/F. Maurina III |
|
Instructor |
Kris Stewart |
Classroom |
AH1112 |
|
Phone |
4-7243 |
Dept Phone |
4-6191 |
|
|
stewart@rohan.sdsu.edu |
Website |
www.stewart.cs.sdsu.edu/cs596-3dprog3\ |
|
Office |
GMCS 535 |
Office hours |
Mon noon-1:45 Wed 1-1:45& by appt |
|
Final 14May08 3:30 |
Research Report 25Apr08 *upd* |
Hands-on GMCS 422 Labs & AH1112 |
Class meets in GMCS 425 Wed 30 Jan08 to distribute PC accounts and ensure that connectivity between notebook/tablet computers in AH1112 and department file server ("cathouse") are understood. You are evaluated based on materials you turn in on the CS Department system in GMCS 425 and online.
Course Rationale:
To provide an opportunity for students to obtain the knowledge and skills necessary to create 3D multiplayer games incorporating:
· 3d models of players, vehicles, items, and structures
· 2d and 3d audio and music; graphical user interfaces and menus
· UV wrapped textures and skins
· Environmental effects
· Outdoor terrain
Course Objectives:
Upon conclusion of this course, students will be able to:
· Create client-server scripts using Torque Script
· Create game play features using Torque Script
· Obtain, evaluate and incorpoate 3d models or Create 3d models using Milkshape 3d or other tool
· Obtain, evaluate and incorpoate 3d structures or Create 3d structures with interiors using QuArK
· Integrate art and models into a game world using Torque Script
Catalog Description:
Framework for 3-d game development with identification of roles needed in development team. Development of programming skills with Torque Script and examination of 3-d concepts for game modeling and programming. Creation of 3-d models with animation using MilkShape 3D. Use of Torque Game Engine for control objects and interactions in 2-d and 3-d game world.
Attendance: Students are expected to be present and punctual for all scheduled classes and labs.
Dropping a Class: The student is responsible for
understanding the procedure for dropping a class. If you fail to attend classes
but do not follow the procedure for dropping the class, you may receive a
failing grade.
Grading Rationale: In this class, students will be evaluated according to
performance in the following categories: ·
Two exams ·
An individual starting game project ·
Lab activities and hands-on performance tests ·
In-class assignments, homework, and class participation ·
An individual research paper ·
A group final game project The breakout for grades is as follows: ·
Exams, and quizzes (individual) 20% ·
Research Report (as individual) 20% ·
Homework, labs, and hands-on performance tests (individual) 20% ·
Final group project with documentation 20% ·
Participation and in-class assignments (as group member) 20% Grade achievement levels are as follows: Grade Range A 90%+ B 80-89% C 70-79% D 60-69% F 0-59% Special Accommodations: If you have a special
learning need or issue, it works to your advantage to notify your instructor immediately
if special devices or assistance will help you in this class. Students are required to provide documentation of
disability to Disability Support Services prior to receiving accommodations. Classroom Etiquette: Pagers and cell phones will be
turned off or set to vibrate mode during class. Please show courtesy to the
class by restricting conversation to in-class topics, and raise your hand to
gain attention when asking a question or raising a point of discussion. Academic Honesty: The college experience is founded
on the concepts of honesty and integrity. Dishonesty, cheating, plagiarism, or
knowingly furnishing false information to the college are regarded as
particularly serious offenses. Cases of dishonesty will be handled by levying
certain penalties. However, in flagrant cases, the penalty may be dismissal
from the college after proper due process proceedings. Turning in Work: Be sure to include your name and the
course name and section on all work to be turned in. Late Coursework: All assignments are to be turned in
on the due date. Late work may be accepted at the instructor’s discretion. Research Report (using Turnitin to verify originality):Communication
skills, both oral and written, are a widely recognized issue in the field of
information technology. Many proficient technicians have limited skills in
communicating with coworkers and end users. Our goal is to address these issues
by having each student provide a written research paper and an oral
presentation in class. See the attached document, “Guidelines for Reports and
Presentations” for topic ideas and general format rules. This class will be
using Turnitin software, its.sdsu.edu/resources/turnitin/index.html
“Students
agree that by taking this course all required papers may be subject to
submission for textual similarity review to Turnitin.com for the detection of
plagiarism. All submitted papers will be included as source documents in the
Turnitin.com reference database solely for the purpose of detecting plagiarism
of such papers. You may submit your papers in such a way that no identifying
information about you is included. Another option is that you may request, in
writing, that your papers not be submitted to Turnitin.com. However, if you
choose this option you will be required to provide documentation to
substantiate that the papers are your original work and do not include any
plagiarized material.” Goals: Success in your career will depend greatly on your written
and oral communication skills. Our school recognizes the need for students to
develop proficiency in these skills, and requires all students to submit a
research paper and provide an oral presentation in each class in this
department. Format: ·
Length 5 – 7 pages, excluding
illustrations and bibliography ·
Margins 1.5” top, 1" left, right,
and bottom ·
Spacing double-spaced for normal text,
single-spaced for long quotes ·
Font Size 10 - 12 point ·
Font Styles Times New Roman or Courier ·
Illustrations welcome if of good quality ·
Cover Sheet optional but suggested – should
include topic, course ID/section, student name, and date ·
Binders NOT USED Topics: See the list of suggested topics below. You will base your
presentation on your research paper topic. Attribution: All works and illustrations used in your paper must be
cited; this means crediting the source where you found the information you used
to support your work. If you fail to give credit for copyrighted information
you present as your own work that constitutes plagiarism, and will be penalized
by a zero for the project. Choice of Topic and Citing
Sources: ·
Works used – This is the source material you used to
support your research project. ·
Works consulted – You probably looked at many sources
before you located usable material, and you deserve credit for this research.
Your work will be considered for credit for works consulted; list your
preliminary sources as consulted works. ·
You must identify your choice of research topic to the
instructor via email to stewart@rohan.sdsu.edu once you have
convinced yourself that you will have access to appropriate references to
support to topic. Once you receive a confirmation from the instructor that
your topic is appropriate, you should begin work. It is the student’s responsible to ensure
that the SDSU Library (or its interlibrary loan facility) will make available
the resources you need. You must turn in a hard copy of your research report
during class meeting as well as an electronic copy (that will be entered into
the SDSU Turnitin system to verify originality.
Suggested Research Report Topics 1.
The history and evolution of computer game genres. 2.
Similarities and differences between the computer game industry and the
motion picture industry. 3.
Comprehensive study of total effort expended creating a single modern 3D
game—includes estimates of effort expended creating all of the tools,
utilities, and host software (ie. Compilers, Editors, Operating System) used by
the game development team. 4.
Shader Technology. How it works, why it's good, what the future holds. 5.
Optimizing Scene Graphs. How to get more bang for your rendering buck. 6.
High-bandwidth, low-latency networking schemes for real-time
applications. 7.
Demographics of computer game players and developers. 8.
Security vs. Performance: Effective Anti-Cheat measures in Online Games. 9.
Study of Online Game World Player Cultures. 10. Comparison
of popular MMORPG populations and game play styles. 11. Artificial
Intelligence Techniques suitable for use in computer games. 12. Game
Realism: What factors have greatest immersive effect (graphics, input devices,
audio, artwork, etc). 13. Mathematical
models for vehicle simulations. 14. Establishing
mood through sound effects and music. 15. Establishing
game "story" using pacing, challenges, and dramatic tension. 16. Social
interaction and multi-player games: inside the game; outside the game. 17. The
Walter Mitty Factor in computer games. 18. Anonymity
and Online Personas: Healthy Escapism or Harmful Posturing? 19. Online
game economies. 20. Using
Game Engines for industrial, military, and academic applications. 21. Modeling
weather and other environmental factors in games: emulation or simulation? 22. Real-time
photo-realism in computer games. I want my Holodeck, and I want it now! 23. The
future of Independent Game Development. The future of computer games, or a
flash-in-the-pan? 24. Elective
topic Guidelines for Papers (Research Report & Project Documentation)
Papers
infodome.sdsu.edu/research/evaluate/packages.shtml Information Packages;
and
infodome.sdsu.edu/research/evaluate/evaluate.shtml Evaluating
Sources of Information
should be consulted to ensure your research is authentic.