GAM670/DPS905 Weekly Schedule 20121
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
- 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)
- Dorst's site
- [ Horst's site]
- 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