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[an error occurred while processing this directive]This unit will further develop object-oriented programming skills with the C++ language, and place them into the Games Programming context. Fundamental games programming design principles will be covered, including formal game structures and the game program loop. A number of specific games programming techniques with C++ will be also covered. These include the use of DirectX, games physics, and advanced 3D rendering, expressing these concepts through game creation using C++ and Microsoft Windows DirectX. This provides a strong grounding for further study in this area, especially related to games engine development and artificial intelligence.
2 hrs lectures/wk, 2 hrs laboratories/wk
MMS2804
Elliott Wilson
Consultation hours: Will be made available on the unit website
Elliott Wilson
Consultation hours: Will be made available on the unit website
Examination (3 hours): 50%; In-semester assessment: 50%
Assessment Task | Value | Due Date |
---|---|---|
Lab Portfolio Submission 1 | 15% | 23 August 2012 |
Lab Portfolio Submission 2 | 20% | 20 September 2012 |
Lab Portfolio 3 and Extra Functionality Submission | 15% | 18 October 2012 |
Examination 1 | 50% | To be advised |
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Previous feedback for this unit has highlighted strengths in its fundamental importance to the BITS (Games) major, its challenging nature, and its real world application. Several improvements were suggested from the last offering that are being taken on board for this offering:
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This unit will require the use of a personal computer and a suitable IDE for Windows C++ and DirectX development. Visual Studio for Windows will be used in the laboratory environment.
Copies of the Windows operating system and Visual Studio 2010 may be obtained free of charge from http://msdnaa.monash.edu.au/fit.
The latest DirectX SDK may be obtained from the Microsoft website.
Week | Activities | Assessment |
---|---|---|
0 | No formal assessment is undertaken in week 0 | |
1 | Introduction to the unit, an introduction to win32 programming, setting up window, com, messages, message proc | |
2 | Maths for games development | |
3 | Rendering basics, triangles, lines, textures, x.models loading, lighting, light types, shading, direct 3d surfaces, back buffer, time step | |
4 | The rendering pipeline, 2d sprites and text, camera setup, direct input | |
5 | Templates/Generic Programming, Design Paradigms useful in gaming (Entity management, Scene management, State Machines, Message System, Singletons etc) | Assignment One: Portfolio Submission 1 |
6 | Basic Collision Detection, entity movement and interaction, area triggers | |
7 | XAudio2 | |
8 | Particle Systems | |
9 | Bringing it all together / case study | Assignment Two: Portfolio Submission 2 |
10 | Bringing it all together / case study | |
11 | Lua Scripting Basics: how to and why it can be useful | |
12 | Revision | Assignment Three: Lab Portfolio 3 and Extra Functionality Submission |
SWOT VAC | No formal assessment is undertaken in SWOT VAC | |
Examination period | LINK to Assessment Policy: http://policy.monash.edu.au/policy-bank/ academic/education/assessment/ assessment-in-coursework-policy.html |
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Explicit assessment criteria will be provided in the assignment brief, however students will be assessed on the following broad criteria:
Explicit assessment criteria will be provided in the assignment brief, however students will be assessed on the following broad criteria:
Explicit assessment criteria will be provided in the assignment brief, however students will be assessed on the following broad criteria:
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