Credits
3
Types
Elective
Requirements
This subject has not requirements
, but it has got previous capacities
Department
CS
Teachers
Person in charge
- Antonio Chica Calaf ( achica@cs.upc.edu )
Competences
Especifics
Basic
Objectives
-
To be exposed to general architectures for multimedia applications as well as to develop the hability of developing these kind of applications.
Related competences: CTE1, CTE12, CB6, -
To learn the basis on which advanced 3D graphic applications are built by developing specific prototypes.
Related competences: CTE1, CTE10, CTE12, CB9, -
To learn how to implement applications that simulates physical phenomena studied in the course and their applications to computer games and virtual reality environments.
Related competences: CTE1, CTE10, CTE11, CTE12, CB9, -
To be able to effectively communicate in writting which is the solved problem as well as which is the technical solution developed
Related competences: CB8,
Contents
-
Introduction
Introduction to game development. Basics. Development tools. -
Game programming
Basics concepts. Game Loop. Scripting. -
Graphics
Asset management. Model import. Tilemaps and sprites. Animation. -
AI
Inteligència artificial: patrons, màquines d'estats. -
Physics
Rigid Bodies. Collision detection and triggers. Physics materials. -
Videogame design
Understand the concepts behind video game design, in particular the importance of gameplay and its relation to application usability. -
Effects
Appearance improving effects. Shaders. Particle systems.
Activities
Activity Evaluation act
Videogame architecture
Description of the basic architecture of a game. Game Loop - Presentation and update. Definition of game engine and its components.Objectives: 1
Theory
0h
Problems
0h
Laboratory
2h
Guided learning
0h
Autonomous learning
5h
Levels
Tilemap based engines, use of multiple layers, dense and scattered layers, scroll, parallax effect and types of cameras.Objectives: 3
Theory
0h
Problems
0h
Laboratory
4h
Guided learning
0h
Autonomous learning
8h
AI for video games
Pathfinding, finite state machines and rule systems. Action-oriented intelligence and tactical intelligence.
Theory
0h
Problems
0h
Laboratory
4h
Guided learning
0h
Autonomous learning
8h
Theory
0h
Problems
0h
Laboratory
4h
Guided learning
0h
Autonomous learning
8h
Theory
0h
Problems
0h
Laboratory
2h
Guided learning
0h
Autonomous learning
4h
Teaching methodology
The course spans six weeks with four hours a week of classroom lectures and labs.In weekly sessions of two hours, the teacher will present the concepts and techniques studied.
From a practical point of view, students will develop a project in groups appropriate to the load required for the course.
Each week there will be a two-hour lab class in which students will receive guidance.
Evaluation methodology
Students will create a video game that applies the contents of this course.This project will be evaluated in two parts. One will evaluate the merits of the practical project developed by the students. This part will have a partial delivery (NP) and a final one (NF). The second part will evaluate a technical report on the project (NM) that each student will write, following the guidelines that the teacher will publish.
The three grades (NP, NF, NM) will be combined to determine the course's grade:
N = 0.3 NP + 0.5 NF + 0.2 NM
Bibliography
Basic
-
3D games
- Watt, A.H.; Policarpo, F,
Addison-Wesley,
2001-2003.
ISBN: 0201619210
https://discovery.upc.edu/discovery/fulldisplay?docid=alma991002553659706711&context=L&vid=34CSUC_UPC:VU1&lang=ca