Difference between revisions of "GAM666/DPS901 Weekly Schedule 20113"
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** DirectX documentation as installed on your local computer | ** DirectX documentation as installed on your local computer | ||
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** [http://subversion.tigris.org/ Subversion (SVN)] | ** [http://subversion.tigris.org/ Subversion (SVN)] | ||
** [http://tortoisesvn.net/docs/release/TortoiseSVN_en/index.htmlTortoiseSVN TortoiseSVN Documentation] | ** [http://tortoisesvn.net/docs/release/TortoiseSVN_en/index.htmlTortoiseSVN TortoiseSVN Documentation] |
Revision as of 20:46, 27 September 2011
GAM666/DPS901 | Weekly Schedule | Student List | Project Requirements | Teams and their Projects | Student Resources
Contents
Weekly Schedule 20113
Week 1 - Sep 4
This Week
- Windows Programming
- Dialog Sample
- Selection Sample
- Component Design
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 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
- Download and install DirectX SDK June 2010
- Download the Dialog Modes Sample from the Course Repository. (userid: "dpsgam" password: blank [no password])
Resources
- DirectX Developer Centre at Microsoft
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
- Download the Event Iteration and Background Image Samples from the Course Repository. (userid: "dpsgam" password: blank [no password])
Resources
- MSDN Library at Microsoft
Week 4 - Sep 25
This Week
- 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
- Sprites under User Control
- user action key mapping
- keypress latency
- user action key mapping
- Projects
- Hints for Using SVN to collaborate on school projects (demo in class)
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
- Download the ShadesOfRed 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 20113
- Form Teams, identify team members (4-5 members) and add your team and its members to GAM666/DPS901 Teams 20113 Before Thursday 29th.
Resources
- Lecture Material
- DirectX documentation as installed on your local computer
- MSDN Library
- Project
Week 5 - Oct 2
This Week
- Sprite in Motion (continued)
- Use the Direct3DFont COM object to draw the font for a text item on the HUD
- 2D Mathematics
- Coordinate System
- Vectors
- Trigonometry
- Matrix Transformations
- Projects
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
- Add text to identify the motion of the second sprite on the HUD
- Submit your game proposal and schedule an appointment with your instructor (click here to book an appointment)
Resources
- Lecture Material
- DirectX documentation as installed on your local computer
- MSDN Library
- Projects
- How To edit Wiki pages
- How To edit Wiki Cheatsheet
- IRC Basics
- IRC Tutorial
- Subversion (SVN)
- Download Page of TortoiseSVN
- TortoiseSVN Documentation
- SVN book at red-bean.com or downloadthe PDF from here.
- AnkhSVN - Free Visual Studio SVN Integration Alternative To VisualSVN
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
- Lecture Material
- DirectX documentation as installed on your local computer
- MSDN Library
- Projects
Week 7 - Oct 16
This Week
- Mid-Term Test
- Graphics Primitives (continued)
- Model Branch
- Scene Component
- Scene Coordinator
- Frame Base Class
- Object Base Class
- Box Derived Class
- Grid Derived Class
- Viewing Component
- Viewing Coordinator
- Camera Class
- Design Component
- Scene Component
- Direct-Device Branch
- Graphics Card Component
- Display Portal
- Graphic Class
- VertexList Class
- Graphics Card Component
- Model Branch
To Do
- Checkout 7-Graphics Primitives
- Run Graphics Primitive Sample
- Derive a Plane Object from abstract base class Object
Resources
- Lecture Material
- DirectX documentation as installed on your local computer
- MSDN Library
Week 8 - Oct 30
This Week
- Mathematics (addendum to course notes)
- Planes
- Collisions
- Planes
- Spheres
- Visibility
- Culling Techniques
- Occlusion culling
- Painter's algorithm
- Depth Buffering
- Occlusion culling
- Direct Device Branch
- Graphics Card Component
- Display Portal
- Graphics Card Component
- Culling Techniques
- Lighting
- Model Branch
- Lighting Component
- Lighting coordinator
- Light primitive
- Lighting Component
- Direct Device Branch
- Graphics Card component
- Display portal
- DeviceLight primitive
- Graphics Card component
- Model Branch
To Do
- Checkout 8-Visibility
- Run Visibility Sample
- Derive a Plane Object from abstract base class Object
Resources
- Lecture Material
- DirectX documentation as installed on your local computer
- MSDN Library
Week 9 - Nov 6
This Week
- Lighting (continued)
- Direct Device Branch
- Graphics Card component
- DeviceLight primitive
- Graphics Card component
- Direct Device Branch
- 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
To Do
- Checkout 9-Lighting
- Run Lighting Sample
- Checkout 10-Texturing
- Run Texturing Sample
Resources
- Lecture Material
- DirectX documentation as installed on your local computer
- MSDN Library