Difference between revisions of "GAM670/DPS905 Weekly Schedule 20121"

From CDOT Wiki
Jump to: navigation, search
(This Week)
(GAM670/DPS905 -- Weekly Schedule 20121)
Line 101: Line 101:
 
*: indexing
 
*: indexing
 
*: indexed primitives
 
*: indexed primitives
 +
 +
=== 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
 +
 
<!--
 
<!--
 +
== Week 4 - Jan 30 ==
 +
=== This Week ===
 
* Meshes
 
* Meshes
 
*: Stock Objects
 
*: Stock Objects
Line 119: Line 133:
 
*: definition, purpose of a billboard
 
*: definition, purpose of a billboard
 
*: types of billboards
 
*: types of billboards
-->
 
<!--
 
 
* Visibility Determination
 
* Visibility Determination
 
**: test a point for presence within a set of planes
 
**: test a point for presence within a set of planes
Line 139: Line 151:
 
* Finite Size of Objects
 
* Finite Size of Objects
 
*: Expansion of the Viewing Frustum
 
*: Expansion of the Viewing Frustum
-->
 
 
 
=== To Do ===
 
=== To Do ===
 
=== Resources ===
 
=== 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
 
  
<!--
+
== Week 5 - Feb 6 ==
== Week 4 - Jan 30 ==
 
=== This Week ===
 
 
* [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
Line 223: Line 223:
 
** perform normalization of heading in Display::beginDraw()
 
** perform normalization of heading in Display::beginDraw()
  
=== Resources ===
 
 
== Week 5 - Feb 6 ==
 
=== This Week ===
 
=== To Do ===
 
 
=== Resources ===
 
=== Resources ===
  

Revision as of 07:45, 25 January 2012


GAM670/DPS905 | Weekly Schedule | Student List | Project Requirements | Teams and their Projects | Student Resources


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

To Do

  1. add your name to the student list
  2. 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()
  • Geometry
    • Plane
      normal + constant - examples
      equation of a plane: dot(n, x) + D = 0
      positive side of a plane dot(n, x) + D > 0
  • Collision Detection
    types of colliders
    spheres
    planes
    axis-aligned bounding boxes
    oriented bounding boxes

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);
  • Comprehensive Camerawork
    rotation about an axis
    order of rotation matters
    Euler angles
    3-2-1 angles
    gimbal lock
    StephenSeefeld.net
    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)
    Dorst's site
    Hitzer's site
  • Index Buffers
    amount of storage needed for vertex data
    duplication of vertex data
    indexing
    indexed primitives

To Do

Resources