Syllabus – 23 January 2008
3D Game Programming using the Torque Game Engine (TGE)

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

 

Email

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

Guidelines for Papers (Research Report & Project Documentation)

 

“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.”

 

Papers

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.
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.

 

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