Difference between revisions of "GAM666/DPS901 Weekly Schedule 20113"

From CDOT Wiki
Jump to: navigation, search
(This Week)
(This Week)
 
(3 intermediate revisions by the same user not shown)
Line 251: Line 251:
 
=== To Do ===
 
=== To Do ===
  
# Checkout 8-Visibility
+
# Graphic and Camera
# Run Visibility Sample
+
## Checkout the Graphic Sample
# Derive a Plane Object from abstract base class Object
+
## Run the Graphic Sample
 +
## Code a CreatePyramid function for the Graphic Sample using the CreateBox function as a 'template'
 +
# Visibility
 +
## Checkout the Visibility Sample
 +
## Run the Visibility Sample
 +
## Add some objects in the distance and add an action to the framework that toggles from Z-buffering to W-Buffering to no buffering
  
 
=== Resources ===
 
=== Resources ===
Line 260: Line 265:
 
** [http://msdn.microsoft.com/en-us/library/ MSDN Library]
 
** [http://msdn.microsoft.com/en-us/library/ MSDN Library]
  
<!--
+
 
 
== Week 9 - Nov 6 ==
 
== Week 9 - Nov 6 ==
  
 
=== This Week ===
 
=== This Week ===
  
 +
* [https://cs.senecac.on.ca/~gam666/pages/content/heads.html Heads Up Display]
 +
** Programming Issues
 +
** Direct3D
 +
*** Display
 +
*** APIText
 +
** Design
 +
*** Text Class
 +
*** Coordination
 
* [https://cs.senecac.on.ca/~gam666/pages/content/light.html Lighting]
 
* [https://cs.senecac.on.ca/~gam666/pages/content/light.html Lighting]
** Model Branch
+
** Light Components
*** Lighting Component
+
** Light Types
**** Lighting coordinator
+
** Programming Issues
**** Light primitive
+
** Direct3D
** Direct Device Branch
+
*** Display
*** Graphics Card component
+
*** APILight
**** Display portal
+
** Design
**** DeviceLight primitive
+
*** Light Class
* [https://cs.senecac.on.ca/~gam666/pages/content/light.html Lighting (continued)]
+
*** Coordination
** Direct Device Branch
+
 
*** Graphics Card component
+
=== To Do ===
**** DeviceLight primitive
+
 
 +
# Heads Up Display
 +
## Checkout Heads Up Display
 +
## Run Heads Up Display Sample
 +
## Add some text to the sample
 +
# Lighting
 +
## Checkout Lighting
 +
## Run Lighting Sample
 +
## Add a spotlight to the sample
 +
 
 +
=== Resources ===
 +
* Lecture Material
 +
** DirectX documentation as installed on your local computer
 +
** [http://msdn.microsoft.com/en-us/library/ MSDN Library]
 +
 
 +
<!--
 
* [https://cs.senecac.on.ca/~gam666/pages/content/textu.html Texturing]
 
* [https://cs.senecac.on.ca/~gam666/pages/content/textu.html Texturing]
 
** Texture Coordinates
 
** Texture Coordinates

Latest revision as of 07:40, 8 November 2011


GAM666/DPS901 | Weekly Schedule | Student List | Project Requirements | Teams and their Projects | Student Resources


Weekly Schedule 20113

Week 1 - Sep 4

This Week

To Do

  1. Download Visual Studio 2010 from ACS and install it on your local computer.
  2. Download Tortoise SVN and install it on your local computer.
  3. Download the Dialog and Selection Samples from the Course Repository. (userid: "dpsgam" password: blank [no password])
    • Run Dialog Sample
    • Run Selection Sample

Resources

Week 2 - Sep 11

This Week

  • COM and DirectX
  • Display Modes
    • The fwk4gps framework, its branches, and architecture
    • Singleton class as an alternative to global variables
    • Including interfaces rather than class definitions to minimize header file dependencies
    • Use the Direct3D COM object to interrogate the hardware for the installed options

To Do

  1. Download and install DirectX SDK June 2010
  2. Download the Dialog Modes Sample from the Course Repository. (userid: "dpsgam" password: blank [no password])

Resources

Week 3 - Sep 18

This Week

  • Event Iteration
    • Messaging, the main application window, and event iteration
    • Housekeeping during loss and restoration of focus
    • Housekeeping during re-configuration
    • Use the Direct3DDevice9 COM object to access the display device
  • Background Image
    • Sprites
    • Textures
    • Color Model
    • Use the Direct3DSprite COM object to manage the drawing of 2D images
    • Use the Direct3DTexture9 COM object to hold an image on video memory

To Do

  1. Download the Event Iteration and Background Image Samples from the Course Repository. (userid: "dpsgam" password: blank [no password])

Resources

Week 4 - Sep 25

This Week

To Do

  • Lecture Material
    • Download the Sprites in Motion and Sprites under User Control Samples from the Course Repository. (userid: "dpsgam" password: blank [no password])
  • Workshop
    • Download the ShadesOfRed Sample from the Course Repository. (userid: "dpsgam" password: blank [no password])
      • Complete the coding for this Sample

Resources

Week 5 - Oct 2

This Week

  • Review
    • Windows Programming
      • Windows Functions (WinMain, EnableWindow, AdjustWindowRectEx, SendDlgItemMessage, GetDlgItem, RegisterClass, DialogBox (macro), DestroyWindow, CreateWindow, ShowWindow, UpdateWindow, PeekMessage, TranslateMessage, PostMessage, DispatchMessage, Setcursor, PostQuitMessage, DefWindowProc, WaitMessage, MessageBox)
      • Window Procedures
    • COM Technology
    • Direct3D
      • Direct3D COM Object
      • Direct3D Display Device COM Object
      • Direct3D Texture COM Object
    • Game Programming Aspects
      • Singletons and Interfaces
      • Event Iteration, Messages, and Timing
      • Re-Configuration, Loss and Restoration of Focus
      • Design, Coordination, Graphic Representation
      • Colour and Backbuffering
      • Action-Key Mapping
  • Projects
    • Bringing the Course Wiki Up To Date
      • Create Project Pages for Your Team
      • Ensure that all links on the Student List page are working
    • Start the draft of your game proposal
  • 2D Mathematics
    • Coordinate System
    • Vectors
    • Trigonometry
    • Matrix Transformations

To Do

  1. Add a background image to the ShadesOfRed sample
  2. Add a sprite in motion to the ShadesOfRed sample
  3. Add a second moving sprite to the Sprite in Motion sample
  4. Work on your game proposal and schedule your team's appointment with your instructor (click here to book an appointment)

Resources


Week 6 - Oct 9

This Week

  • 2D Mathematics (continued)
    • Matrix transformations
  • 3D Mathematics
    • Coordinate Systems
    • Vectors
    • Transformations
      • World Transformations
      • Camera Transformations
      • Projection Transformations
    • Math Library
    • Direct3D Utilities
  • Graphics Primitives
    • Graphics Primitive display paradigm
    • Vertex buffers
    • Implementing world, view, and projection transformations

To Do

  • Practice transforming a vector using a matrix
  • Practice matrix multiplication
  • Workshop Exercise
    • Checkout the SimpleSprites sample on the repository
    • Add the missing code to this sample - three sprite image files are included
    • Draw/Move the three sprite images down and to the right on the screen
    • When the three images fall off the screen start drawing them at the other end
    • Add suspend logic to handle loss of focus
    • Refer to the DirectX documentation for descriptions of the function calls

Resources

Week 7 - Oct 16

This Week

  • 3D Mathematics (continued)
    • Transformations
      • World Transformations
      • Camera Transformations
      • Projection Transformations
    • Math Library
    • Direct3D Utilities
  • Graphics and Cameras
    • Graphics Primitive display paradigm
    • Vertex buffers
    • Implementing world, view, and projection transformations
  • Mid-Term Test

To Do

  1. Checkout Graphics
  2. Run Graphics Sample
  3. Create a Pyramid Graphic and introduce several Pyramid Objects into the Design object

Resources

  • Lecture Material
    • DirectX documentation as installed on your local computer
    • MSDN Library


Week 8 - Oct 30

This Week

  • Graphics and Cameras (coninued)
    • Vertex Data
    • Vertex Lists
    • Direct3D Implementation
      • Display
        • Capabilities
      • APIGraphic
  • Visibility
    • Culling Techniques
      • Occlusion culling
        • Painter's algorithm
        • Depth Buffering
    • Direct3D Implementation

To Do

  1. Graphic and Camera
    1. Checkout the Graphic Sample
    2. Run the Graphic Sample
    3. Code a CreatePyramid function for the Graphic Sample using the CreateBox function as a 'template'
  2. Visibility
    1. Checkout the Visibility Sample
    2. Run the Visibility Sample
    3. Add some objects in the distance and add an action to the framework that toggles from Z-buffering to W-Buffering to no buffering

Resources

  • Lecture Material
    • DirectX documentation as installed on your local computer
    • MSDN Library


Week 9 - Nov 6

This Week

  • Heads Up Display
    • Programming Issues
    • Direct3D
      • Display
      • APIText
    • Design
      • Text Class
      • Coordination
  • Lighting
    • Light Components
    • Light Types
    • Programming Issues
    • Direct3D
      • Display
      • APILight
    • Design
      • Light Class
      • Coordination

To Do

  1. Heads Up Display
    1. Checkout Heads Up Display
    2. Run Heads Up Display Sample
    3. Add some text to the sample
  2. Lighting
    1. Checkout Lighting
    2. Run Lighting Sample
    3. Add a spotlight to the sample

Resources

  • Lecture Material
    • DirectX documentation as installed on your local computer
    • MSDN Library