CS4213
Game Development (2009/2010, Semester 1) 

 MODULE OUTLINE   Created: 08-Jul-2004, Updated: 18-Aug-2009
 
Module Code CS4213
Module Title Game Development
Semester Semester 1, 2009/2010
Modular Credits 4
Faculty School of Computing
Department Computer Science
Teaching Staff
DR Golam, Ashraf Lecturer
Consultation :

4pm-6pm Wed

HAW SHIJUN Teaching Assistant
Weblinks
http://developer.nvidia.com/object/cuda.html
CUDA GPGPU Programming Framework
Commercial Website Good resource.Good resource.
http://www.gamasutra.com
Game Design
Interesting resource.
http://www.gamedev.net
Game Development
Informational Website Excellent resource.Excellent resource.Excellent resource.Excellent resource.
http://www.nvidia.com/
Cutting edge commercial GPU
Commercial Website Good resource.Good resource.
http://udn.epicgames.com/Two/WebHome
An example Game Engine documentation
Interesting resource.
http://www.ogre3d.org/
Ogre Game Engine Homepage
Reference Website Excellent resource.Excellent resource.Excellent resource.Excellent resource.


Aims & Objectives | Prerequisites | Teaching Modes | Schedule | Syllabus | Practical Work | Assessment | References


 AIMS & OBJECTIVES Top

This module introduces techniques & workflows for modern electronic game design and programming. The course provides a good mix of theory & practice. The aim is not to spew out algorithms that are mugged and forgotten after exams... but to develop an appreciation for the underlying theory through practical examples. This module prepares you for an open ended 8mc Game Development Project module to be co-taught with the Faculty of Arts and Social Sciences in Semester II.

Students should gain the following from this module:

  1. Get a broad understanding of gaming technology & design
  2. Get development experience in some of the latest gaming API & engines (e.g. DirectX, Ogre)
  3. Experience independent learning while implementing the game project

Who should take this course?
If you hate programming/have health problems and expect to be spoon-fed.... this course is not for you. You should be comfortable with C++ programming and 3D graphics concepts. Expect tough questions that make you think critically and apply concepts.



 PREREQUISITES Top
  1. Pass CS3241 (Computer Graphics)
  2. Object oriented concepts
  3. C++ development with MS Visual C++


 TEACHING MODES Top

Lecture notes will be uploaded as and when ready to the IVLE workbin. Students should print these notes before the lecture date so that they can make additional notes on them. Students are expected to browse through recommended readings before lectures, and revert to the details again after the lectures.

There will be 1 hour tutorial every week and 3 guided 2-hour laboratories. Attendance in tutorials and guided labs is compulsory. You can also do your project work in the lab during free access. You will not be allowed to sit for the final exams if you miss more than two sessions (lab + tut. combined) without valid reason.



 SCHEDULE Top

n
n Lecture: Wed 2-4pm, SR2
n Tut:                Wed 11-12pm, COM1-201
                       Wed 12-1pm, COM1-202
n Lab (wk 4/6/8): Mon. 10am-12pm, AS6-L4, Media Lab 2A 
                         Mon. 2-4pm, AS6-L4, Media Lab 2A
¨
n Consultation:  Wed 4-6pm

 

Lesson Plan


wk1 Basic Concepts

Divide and Conquer, Compute only what is required, Precompute what you can, Reduce data transmission, Parallelize what is possible

wk2 Game Production Overview
Design, Art, Engineering, Testing, Marketing, Distribution
wk2-3 Foundation Blocks
Data structs (quad, oct, kD, BSP), Math (vector basics, plane equation, matrices, affine transformations)
wk4 Lab1
(Art Setup, bring in models, get familiar with Ogre 3D) ; Submit on Wed. 1200hrs Week 6
wk4-6 AI
Planning, Learning, Behavior, Navigation
wk6 Lab2
Uniform grid A* planning to maximize Human/Monster goals. Submit on Wed. 1200hrs Week 8
wk7-10 Localized Computation
Spatial partitioning, Bounding Volumes, Case Studies: Collision/Visibility
wk8 Lab 3
Hierarchical A* planning to maximize Human/Monster goals. Submit on Wed. 1200hrs Week 12
wk11-12 Real Time Rendering
Lights, Shadows, GPU


 SYLLABUS Top

Computer gaming relies on diverse disciplines like audio-visual art, story telling, software engineering, microprocessor design, artificial intelligence and computer graphics & animation. This course attempts to address the major logic and engine technologies through 5 main sections:

  1. Game Structure: software and hardware platforms, game loop, development pipeline, GPU architecture 
  2. Game AI: Path planning, navigation, behavior, perception, communication, learning and decision models (neural networks and genetic algorithms)
  3. Data Structures: Spatial and Object partitioning
  4. Real time algorithms: collision, visibility culling, lighting, shadows


 PRACTICAL WORK Top

There will be 3 laboratory submissions on game setup, flat and hierarchical A* planning, implemented with the Ogre Rendering Engine in C++. The labs will be individual, each person coding either the Monster or the Human AI. In the end, the best monster and human units will be randomly paired for a face-off.

 



 ASSESSMENT Top

Component Weightage (%)
Lab submission 40
Class Participation 10
CA 50
Final Exam 50

n Labs: 5% + 15% + 20% = 40%
Submit labs through IVLE
Lab1 deadline: Wk 6, Wed 1200hrs
Lab2 deadline: Wk 8, Wed 1200hrs
Lab3 deadline: Wk 11, Wed 1200hrs

 
Tutorial participation: 10%
¨ No marks for passive attendance. You really need to engage in answering or asking questions.
¨ 0 ~ 2 marks per tutorial capped at 10 marks total
¨ Attendance is compulsory . More that 2 absences will be referred to the department and candidate will be barred from final exams


 
 1. TEXT & READINGS Top
Total 2 Records
Title and AuthorEdition / Year /
*ISBN
Publisher
3D Games (vol 1): Real-time Rendering & Software Technology
Author:Alan Watt & Fabio Policarpo
1e / 2001
ISBN:0201-61921-0
ACM Press & Addison WesleyCompulsory

Vol1 covers data structures, engine development, collision detection, AI & rendering. Vol1 & Vol2 come at a special bundled price for this course.
AI Game Programming Wisdom 2
Author:Editor: Steve Rabin
1e / 2004
ISBN:1-58450-289-4
Charles River MediaSupplementary

An advanced collection of latest work on a variety of topics like animation control, planning & tactics, genetic algo & neural networks for gaming have been presented.
Total 2 Records


Aims & Objectives | Prerequisites | Teaching Modes | Schedule | Syllabus | Practical Work | Assessment | References