Difference between revisions of "GAM670/DPS905 Weekly Schedule 20121"
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*: indexing | *: indexing | ||
*: indexed primitives | *: indexed primitives | ||
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+ | === To Do === | ||
+ | === Resources === | ||
+ | * [http://en.wikipedia.org/wiki/Complex_number Wikipedia on Complex Numbers] | ||
+ | * [http://en.wikipedia.org/wiki/Quaternion Wikipedia on Quaternions] | ||
+ | * [http://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation Wikipedia on quaternions and Spatial Rotations] | ||
+ | * [http://mathworld.wolfram.com/Quaternion.html Wolfram on Quaternions] | ||
+ | * [http://www.cprogramming.com/tutorial/3d/quaternions.html CProgramming.com on Quaternions] | ||
+ | * [http://www.ogre3d.org/tikiwiki/Quaternion+and+Rotation+Primer Ogre intro on Quaternions] | ||
+ | * collision sample | ||
+ | * indexBuffering sample | ||
+ | |||
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+ | == Week 4 - Jan 30 == | ||
+ | === This Week === | ||
* Meshes | * Meshes | ||
*: Stock Objects | *: Stock Objects | ||
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*: definition, purpose of a billboard | *: definition, purpose of a billboard | ||
*: types of billboards | *: types of billboards | ||
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* Visibility Determination | * Visibility Determination | ||
**: test a point for presence within a set of planes | **: test a point for presence within a set of planes | ||
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* Finite Size of Objects | * Finite Size of Objects | ||
*: Expansion of the Viewing Frustum | *: Expansion of the Viewing Frustum | ||
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=== To Do === | === To Do === | ||
=== Resources === | === Resources === | ||
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− | + | == Week 5 - Feb 6 == | |
− | == Week | ||
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* [http://msdn.microsoft.com/en-us/library/bb147178%28v=VS.85%29.aspx Mathematics of Lighting] | * [http://msdn.microsoft.com/en-us/library/bb147178%28v=VS.85%29.aspx Mathematics of Lighting] | ||
* Vertex Shaders | * Vertex Shaders | ||
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** perform normalization of heading in Display::beginDraw() | ** perform normalization of heading in Display::beginDraw() | ||
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=== Resources === | === Resources === | ||
Revision as of 07:45, 25 January 2012
GAM670/DPS905 | Weekly Schedule | Student List | Project Requirements | Teams and their Projects | Student Resources
Contents
GAM670/DPS905 -- Weekly Schedule 20121
Week 1 - Jan 8
This Week
- Assignment Discussion
- Suggested Enhancements
- Review of the Base Code
- Definition of a Framework
- Modularity through stable interfaces
- Re-usability through generic components
- Extensibility through hook methods
- Inversion of control - determines which application methods to invoke in response to external events
- Framework Architecture
- Modelling Layer
- API Translation Layer
- Notable Features of the Base Code
- camera, sound, and light are also derived from the Frame class
- textures attach at the object level
- texture connection is uncoupled from drawing of the graphics primitives
- reference frames are relative
- very simple collision detection
- Definition of a Framework
To Do
- add your name to the student list
- create a team page that includes the semester number 20121
- describe the game that you intend to develop
- list the topics of interest to your team in developing its game
- list the other topics of interest
Resources
Week 2 - Jan 16
This Week
- Relative Reference Frames
- Recursive calls
- Vector Frame::position()
- Matrix Frame::rotation()
- Matrix Frame::world()
- Detaching from and attaching to a parent frame
- Frame::attachTo()
- Recursive calls
- Geometry
- Plane
- normal + constant - examples
- equation of a plane: dot(n, x) + D = 0
- positive side of a plane dot(n, x) + D > 0
- Plane
- Collision Detection
- types of colliders
- spheres
- planes
- axis-aligned bounding boxes
- oriented bounding boxes
- types of colliders
To Do
- Research the feature that you are going to add and prepare a plan of action
- Prepare a team page for your team so that repos can be ordered
- Add a section to your team page to track your project and solicit commentary
Resources
Week 3 - Jan 23
This Week
- Collision Detection (cont'd)
- Shape
- Shape : Frame
- Shape::setRadius()
- Shape::getRadius()
- Shape::setRadius(float r);
- Shape::setRadius(float x, float y, float z);
- Shape::getRadius() const { return radius; }
- Shape::setPlane(Vector n, float d);
- Shape::setAxisAligned(Vector min, Vector max);
- Shape
- Comprehensive Camerawork
- rotation about an axis
- order of rotation matters
- Euler angles
- gimbal lock
- complex numbers
- solution of cubic equations 16th century
- two-dimensional representation
- matrix representation
- quaternions
- extension of complex numbers
- four-dimensional representation
- matrix representation
- geometric algebra (more abstract)
- Index Buffers
- amount of storage needed for vertex data
- duplication of vertex data
- indexing
- indexed primitives
To Do
Resources
- Wikipedia on Complex Numbers
- Wikipedia on Quaternions
- Wikipedia on quaternions and Spatial Rotations
- Wolfram on Quaternions
- CProgramming.com on Quaternions
- Ogre intro on Quaternions
- collision sample
- indexBuffering sample