Course Information
Fall 2002 Carnegie Mellon University - James Kuffner
The results of the final class project game competition voting
have been announced. Here are the winners:
| Overall Best Game |
Technical Excellence |
Original Game Design |
| 1. Wobble! |
1. QuakeClone |
1. Spheres |
| 2. The Quarks |
2. Sword Fighter |
2. ChessTF |
| 3. Spheres |
3. Tempest |
3. The Quarks |
See the final student project
screenshots!
Essentials
| Class meetings: |
Tuesdays and Thursdays, 9:00-10:20, in Porter A18C |
| Class e-mail list: |
gamedev-list@gs06.isri.cmu.edu
(view the list's
archive)
|
| Course calendar: |
Schedule of classes and related events,
including topics, assignments, readings, and due dates |
| Course mechanics: |
Administrative matters such as
assignments and grading policy |
| Textbook: |
Game Programming Gems Mark DeLoura (Editor) |
Instructors
Please use
to contact all course instructors. Individual instructor contact
information is given below.
| Who |
Email |
Phone |
| James Kuffner |
|
(412)268-8818 |
| Tim Halloran (TA) |
|
(412)268-8187 |
| Quarup Barreirinhas (TA) |
|
(412)862-2696 |
| Albert Reed (Adjunct Lecturer) |
|
|
Office Hours
Instructors will hold regularly scheduled office hours, in addition to
spending time in the lab to help with problems or answer questions.
| Who |
Location |
Hours |
| James |
NSH 4228A |
MW 11am-Noon |
| Tim |
Wean 3719 |
F 10am-Noon |
| Quarup |
Wean 5336 (Lab) |
T 4pm-6pm |
| Al |
Wean 5336 (Lab) |
TBA |
Course description
This course will cover tools and techniques for programming
interactive games and virtual reality simulations. The course will
focus primarily on programming aspects, including event loops and
execution threads, rendering and animation in 3D, terrain/background
representation, polygonal models, texturing, collision detection and
physically-based modeling, game AI, and multi-user games and
networking. Although this course has a heavy programming focus, other
topics briefly covered will include the history of computer/video game
technology, game genres and design principles, and the social impact
of games.
Objectives and Approach
The primary goal of this course is to equip students with practical
knowledge about 3D game programming. The focus will not be on
teaching all of the details of programming under specific platforms,
but rather on providing both a high-level understanding and practical
implementation experience of reusable algorithms and coding techniques
that apply to the development of games across different platforms and
genres. All programming will be done in C/C++ using open-source,
cross-platform libraries such as OpenGL and GLUT.
Students will design and program their own games or virtual reality simulations
as part of their class projects. There will also be several smaller
programming labs designed to provide students with experience implementing
common components of game engines. Detailed information regarding assignments
and grading can be found on the
course
administration page.
Page last updated on $Date: 2002/12/16 20:05:06 $.
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