Semester 1 - 2004
Outline
This course deals with state of the art programming techniques for the development of interactive computer games. Topics focus on current relevant programming environments for computer gaming, and many of the relevant technologies associated with computer gaming (such as graphics, sound, input devices, AI and simulation). After completing this course, you will be aware of many of the issues associated with games programming, and will have mastered a significant skill base relevant to implementation of computer games.
Full course profile is available here.
Lecture Notes are available under "Downloads" on the left of your screen.
New: Details of Final Game Presentation available under "Final Game Presentation Details" on the left of your screen.
Lecturer
Gordon Wyeth
Office: 78-626 (Until mid-semester break)
Phone: (07) 3365-3770
Fax: (07)
3365-4999
Email: wyeth@itee.uq.edu.au
Timetable
Monday 9am – noon and 1pm – 3pm in Laboratory 78-208.
|
Week |
Starts |
Content |
|
1 |
1/3 |
Module 0: Introduction to Games Programming |
|
2 |
8/3 |
Module 1: Windows Programming |
|
3 |
15/3 |
Module 2: DirectX and Basic DirectDraw |
|
4 |
22/3 |
Module 3: 2D Graphics in DirectX |
|
5 |
29/3 |
Module 4:
DirectInput |
|
6 |
5/4 |
Module 6: Artificial Intelligence |
|
7 |
19/4 |
Module 7: Simulation and Modelling |
|
8 |
26/4 |
Anzac Day - Holiday |
|
9 |
3/5 |
Labour Day - Holiday |
|
10 |
10/5 |
Game Proposal |
|
11 |
17/5 |
Hand-in Exercises |
|
12 |
24/5 |
Game Development |
|
13 |
31/5 |
Provisional Assessment |
Assessment
The first component of assessment is to ensure that you complete the exercises in the Modules. The other components of assessment are based around a single project that involves the design and implementation of a complete, playable game demo of your choice. There are two assessment phases for the project – the assessment of the game proposal, and the assessment of the game itself.
Module Exercises (20%)
The module exercises will be assessed in Week 11. You will demonstrate working binaries and hand in all of the source for the exercises that are marked for hand-in in the Modules. You will be evaluated on the demonstrability and completeness of the work. Your source code will be checked for readability, maintainability and style. Detailed criteria will be provided during class. The work will be graded on a 1 - 7 scale.
Game Proposal (30%)
The game proposal will be assessed in Week 10. The proposal will consist of both oral and written presentations. The oral presentation will take place during the week 10 workshop. You are to provide your written report on your game proposal to me at the start of your oral presentation. You will be assessed on how thoroughly you have thought through the design of your game, and how well you have planned its implementation. Detailed criteria will be provided during class. The work will be graded on a 1 - 7 scale.
Final Game (50%)
The game itself will be assessed over the examination period. A provisional assessment of your game will be performed in the final week of semester to give you some direct feedback on your game before final assessment. The final game (including the source, binaries and user manual) will be handed-in in the examination period at the time designated in the exam timetable – you can think of it as a semester-long take home exam. The principle criterion for assessment purposes is how well your game plays. To this end, I will be principally concerned with your binaries and your user manual. Your source code will be checked for readability, maintainability and style. Detailed criteria will be provided during class. The work will be graded on a 1 - 7 scale.
Determination of Final Grade
The final grade will be determined by rounding (to the nearest grade) the sum of the weighted grades from the three assessment components.
Key Resources
Textbook
Andre LaMothe, "Tricks of the Windows Game Programming Gurus", Second Edition, 2002, ISBN 0-672-32369-9 is the compulsory text. It is available in the library at call number QA76.76.C672 L3615 2002.
Handouts
Before each of the Modules is presented, I will provide a set of study notes for that Module – the study guide. The guides are available under "Downloads" on the left of your screen. They will provide a basic coverage of the content for the module, as well as providing any scanned material and sometimes a list of further readings. The notes will reference the textbook and any scanned material in context, with a reading symbol to indicate that you should address that material at this point in the guide. The study notes will also contain questions and exercises throughout, some of which will be in the text. You should perform these exercises before you come to class. If you do not prepare for the class you will not got the full benefit from the workshops.
The study guides are not a complete set of lecture notes. They are simply there to highlight material in the text and to bring in any other material in context.
Gordon Wyeth
wyeth@itee.uq.edu.au
Last updated Thursday, 10 June 2004
