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GAM666/DPS901 Weekly Schedule 20113

Revision as of 16:59, 27 September 2011 by Chris Szalwinski (talk | contribs)

Weekly Schedule 20113

Week 1 - Sep 4

This Week

To Do

  1. Install Visual Studio 2010
  2. Run Dialog Sample
  3. Run Selection Sample
  4. Download the Dialog and Selection Samples from the Course Repository. (userid: "dpsgam" password: blank [no password])

Resources

Week 2 - Sep 11

This Week

  • COM and DirectX
  • Display Modes
    • The fwk4gps framework, its branches, and component architecture
    • Singleton class as an alternative to global variables
    • Including interfaces rather than class declarations to minimize header file dependencies
    • Use the Direct3D COM object to interrogate the hardware for the installed options


To Do

  1. Download the DirectX SDK
  2. Download the Dialog Modes Sample from the Course Repository. (userid: "dpsgam" password: blank [no password])

Resources

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

  1. Download the Event Iteration and Background Image Samples from the Course Repository. (userid: "dpsgam" password: blank [no password])

Resources


Week 4 - Sep 25

This Week

To Do

  • Download the ShadesOfRed Sample from the Course Repository. (userid: "dpsgam" password: blank [no password])
  1. Download the Sprites in Motion and Sprites under User Control Samples from the Course Repository. (userid: "dpsgam" password: blank [no password])
  • Complete the coding for ShadesOfRed

Resources


Week 5 - Oct 2

This Week

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


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

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
    • Direct-Device Branch
      • Graphics Card Component
        • Display Portal
        • Graphic Class
        • VertexList Class

To Do

  1. Checkout 7-Graphics Primitives
  2. Run Graphics Primitive Sample
  3. 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
    • Direct Device Branch
      • Graphics Card Component
        • Display Portal
  • Lighting
    • Model Branch
      • Lighting Component
        • Lighting coordinator
        • Light primitive
    • Direct Device Branch
      • Graphics Card component
        • Display portal
        • DeviceLight primitive


To Do

  1. Checkout 8-Visibility
  2. Run Visibility Sample
  3. 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
  • Texturing
    • Texture Coordinates
    • Magnification
    • Minification
    • Sampling
      • Nearest-Neighbour
      • BiLinear
      • Anisotropic
    • Model Branch
      • Scene Component
        • Texture Element
      • Design Component
    • Direct Device Branch
      • Graphics Card Component
        • Display Portal
        • VertexList Element
        • Graphic Element
        • DeviceTexture Element


To Do

  1. Checkout 9-Lighting
  2. Run Lighting Sample
  3. Checkout 10-Texturing
  4. Run Texturing Sample

Resources

  • Lecture Material
    • DirectX documentation as installed on your local computer
    • MSDN Library