Difference between revisions of "GAM666/DPS901 Weekly Schedule 20123"
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* [https://scs.senecac.on.ca/~gam666/pages/content/2dmat.html 2D Mathematics (continued)] | * [https://scs.senecac.on.ca/~gam666/pages/content/2dmat.html 2D Mathematics (continued)] | ||
** Matrix transformations | ** Matrix transformations | ||
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=== To Do === | === To Do === | ||
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=== This Week === | === This Week === | ||
− | * [https://scs.senecac.on.ca/~gam666/pages/content/3dmat.html 3D Mathematics | + | * [https://scs.senecac.on.ca/~gam666/pages/content/3dmat.html 3D Mathematics] |
+ | ** Coordinate Systems | ||
+ | ** Vectors | ||
** Transformations | ** Transformations | ||
*** World Transformations | *** World Transformations | ||
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** Math Library | ** Math Library | ||
** Direct3D Utilities | ** Direct3D Utilities | ||
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* Mid-Term Test | * Mid-Term Test | ||
=== To Do === | === To Do === | ||
− | + | # Study for Mid-Term Test | |
− | # | ||
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=== Resources === | === Resources === | ||
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=== This Week === | === This Week === | ||
− | * [https://scs.senecac.on.ca/~gam666/pages/content/basic.html Graphics and Cameras | + | * [https://scs.senecac.on.ca/~gam666/pages/content/basic.html Graphics and Cameras] |
+ | ** Graphics Primitive display paradigm | ||
+ | ** Vertex buffers | ||
+ | ** Implementing world, view, and projection transformations | ||
** Vertex Data | ** Vertex Data | ||
** Vertex Lists | ** Vertex Lists | ||
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**** Capabilities | **** Capabilities | ||
*** APIGraphic | *** APIGraphic | ||
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=== To Do === | === To Do === | ||
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## Run the Graphic Sample | ## Run the Graphic Sample | ||
## Code a CreatePyramid function for the Graphic Sample using the CreateBox function as a 'template' | ## Code a CreatePyramid function for the Graphic Sample using the CreateBox function as a 'template' | ||
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=== Resources === | === Resources === | ||
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=== This Week === | === This Week === | ||
− | * [https://scs.senecac.on.ca/~gam666/pages/content/ | + | * [https://scs.senecac.on.ca/~gam666/pages/content/3dren.html Visibility] |
− | ** | + | ** Culling Techniques |
− | ** | + | *** Occlusion culling |
− | *** | + | **** Painter's algorithm |
− | * | + | **** Depth Buffering |
− | * | + | ** Direct3D Implementation |
− | *** | ||
− | ** | ||
* [https://scs.senecac.on.ca/~gam666/pages/content/light.html Lighting] | * [https://scs.senecac.on.ca/~gam666/pages/content/light.html Lighting] | ||
** Light Components | ** Light Components | ||
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=== To Do === | === To Do === | ||
− | # | + | # Visibility |
− | ## Checkout | + | ## Checkout the Visibility Sample |
− | ## Run | + | ## Run the Visibility Sample |
− | ## Add some | + | ## Add some objects in the distance and add an action to the framework that toggles from Z-buffering to W-Buffering to no buffering |
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# Lighting | # Lighting | ||
## Checkout Lighting | ## Checkout Lighting | ||
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** [http://msdn.microsoft.com/en-us/library/ MSDN Library] | ** [http://msdn.microsoft.com/en-us/library/ MSDN Library] | ||
− | + | == Week 10 - Nov 11 == | |
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+ | === This Week === | ||
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* [https://scs.senecac.on.ca/~gam666/pages/content/textu.html Texturing] | * [https://scs.senecac.on.ca/~gam666/pages/content/textu.html Texturing] | ||
** Texture Coordinates | ** Texture Coordinates | ||
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**** Graphic Element | **** Graphic Element | ||
**** DeviceTexture Element | **** DeviceTexture Element | ||
+ | * [https://scs.senecac.on.ca/~gam666/pages/content/heads.html Heads Up Display] | ||
+ | ** Programming Issues | ||
+ | ** Direct3D | ||
+ | *** Display | ||
+ | *** APIText | ||
+ | ** Design | ||
+ | *** Text Class | ||
+ | *** Coordination | ||
=== To Do === | === To Do === | ||
− | # Checkout | + | # Heads Up Display |
− | # Run | + | ## Checkout Heads Up Display |
− | # Checkout | + | ## Run Heads Up Display Sample |
+ | ## Add some text to the sample | ||
+ | # Checkout Texturing | ||
# Run Texturing Sample | # Run Texturing Sample | ||
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** [http://msdn.microsoft.com/en-us/library/ MSDN Library] | ** [http://msdn.microsoft.com/en-us/library/ MSDN Library] | ||
− | - | + | == Week 11 - Nov 18 == |
+ | |||
+ | === This Week === |
Latest revision as of 20:57, 29 August 2012
GAM666/DPS901 | Weekly Schedule | Student List | Project Requirements | Teams and their Projects | Student Resources
Contents
Weekly Schedule 20123
Week 1 - Sep 2
This Week
- Introduction
- Windows Programming
- Dialog Sample
- Selection Sample
To Do
- Download Visual Studio 2010 from ACS and install it on your local computer.
- Download Tortoise SVN and install it on your local computer.
- 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 9
This Week
- Framework and API Design
- COM and DirectX
- 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
To Do
- Download and install DirectX SDK June 2010
Resources
- DirectX Developer Centre at Microsoft
Week 3 - Sep 16
This Week
- Display Modes
- Use the Direct3D COM object to interrogate the hardware for the installed options
- 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
To Do
- Lecture Material
- Download the Dialog Modes Sample from the Course Repository. (userid: "dpsgam" password: blank [no password])
- Download the Event Iteration Sample from the Course Repository. (userid: "dpsgam" password: blank [no password])
- Project
- If you don't have an account on this wiki, Create an account. Make sure that your userid is your seneca email id
- Add your name and information to GAM666/DPS901Student List 20123
- Form Teams, identify team members (3-4 members) and add your team and its members to GAM666/DPS901 Teams 20123 Before Thursday 27th.
Resources
- MSDN Library at Microsoft
Week 4 - Sep 23
This Week
- 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
- Shades of Red application
- for you to complete - use lecture notes to fill in the details
- reviews the DirectX material covered to date
- Sprites in Motion
- timing
- upper limit on drawing rate
- model coordination
- coordinator-primitive pattern
- direct-device connectivity
- portal-primitive pattern
- timing
To Do
- Lecture Material
- Download the Background Image Sample from the Course Repository. (userid: "dpsgam" password: blank [no password])
- Download the Sprites in Motion Sample 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
- Download the ShadesOfRed Sample from the Course Repository. (userid: "dpsgam" password: blank [no password])
- Project
- Bringing the Course Wiki Up To Date
- Create Project Page for Your Team with Repository Number
- Ensure that all links on the Student List page are working
- Start the draft of your game proposal
- Download the Framework and Change the Caption to your Team Name
- Bringing the Course Wiki Up To Date
Resources
- Lecture Material
- DirectX documentation as installed on your local computer
- MSDN Library is much easier to navigate
- Project
- Wiki
Week 5 - Sep 30
This Week
- Sprites under User Control
- user action-key mapping
- Projects
- Hints for Using SVN to collaborate on school projects (demo in class)
- 2D Mathematics
- Coordinate System
- Vectors
- Trigonometry
- Matrix Transformations
To Do
- Add a background image to the ShadesOfRed sample
- Add a sprite in motion to the ShadesOfRed sample
- Add a second moving sprite to the Sprite in Motion sample
- Download the Sprites under User Control Sample from the Course Repository. (userid: "dpsgam" password: blank [no password])
- Work on your game proposal and schedule your team's appointment with your instructor (click here to book an appointment)
Resources
- Lecture Material
- DirectX documentation as installed on your local computer
- MSDN Library
- Projects
Week 6 - Oct 7
This Week
- 2D Mathematics (continued)
- Matrix 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
- Lecture Material
- DirectX documentation as installed on your local computer
- MSDN Library
- Projects
Week 7 - Oct 14
This Week
- 3D Mathematics
- Coordinate Systems
- Vectors
- Transformations
- World Transformations
- Camera Transformations
- Projection Transformations
- Math Library
- Direct3D Utilities
- Mid-Term Test
To Do
- Study for Mid-Term Test
Resources
- Lecture Material
- DirectX documentation as installed on your local computer
- MSDN Library
Week 8 - Oct 28
This Week
- Graphics and Cameras
- Graphics Primitive display paradigm
- Vertex buffers
- Implementing world, view, and projection transformations
- Vertex Data
- Vertex Lists
- Direct3D Implementation
- Display
- Capabilities
- APIGraphic
- Display
To Do
- Graphic and Camera
- Checkout the Graphic Sample
- Run the Graphic Sample
- Code a CreatePyramid function for the Graphic Sample using the CreateBox function as a 'template'
Resources
- Lecture Material
- DirectX documentation as installed on your local computer
- MSDN Library
Week 9 - Nov 4
This Week
- Visibility
- Culling Techniques
- Occlusion culling
- Painter's algorithm
- Depth Buffering
- Occlusion culling
- Direct3D Implementation
- Culling Techniques
- Lighting
- Light Components
- Light Types
- Programming Issues
- Direct3D
- Display
- APILight
- Design
- Light Class
- Coordination
To Do
- 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
- Lighting
- Checkout Lighting
- Run Lighting Sample
- Add a spotlight to the sample
Resources
- Lecture Material
- DirectX documentation as installed on your local computer
- MSDN Library
Week 10 - Nov 11
This Week
- Texturing
- Texture Coordinates
- Magnification
- Minification
- Sampling
- Nearest-Neighbour
- BiLinear
- Anisotropic
- Model Branch
- Scene Component
- Texture Element
- Design Component
- Scene Component
- Direct Device Branch
- Graphics Card Component
- Display Portal
- VertexList Element
- Graphic Element
- DeviceTexture Element
- Graphics Card Component
- Heads Up Display
- Programming Issues
- Direct3D
- Display
- APIText
- Design
- Text Class
- Coordination
To Do
- Heads Up Display
- Checkout Heads Up Display
- Run Heads Up Display Sample
- Add some text to the sample
- Checkout Texturing
- Run Texturing Sample
Resources
- Lecture Material
- DirectX documentation as installed on your local computer
- MSDN Library