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The Textbook Agendas and Themes Commitment

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2014/08/25

1

Peter Wentworth

Classes are held in Coral Seminar  Room / Lab.   

Much of it will be  hands‐on.

Bring headphones each day.

Wednesday afternoon pracs in Hamilton West.

Course web site

http://www.cs.ru.ac.za/courses/Csc303/GameDev

Please note our home page now redirects – so go directly  to this link. 

Provisional week‐by‐week topics  

Weeks 1 & 2: XNA basics and 2D Sprite game development,  Platformer game

September VAC week

Week 3: 3D Geometry and game basics Week 4: 3D Models and 3D game techniques Week 5:Skeletal Animation. Custom shaders

2014 Good news is that you have the vac to work on this stuff!  

Test Date: Wednesday 1 October

The  Textbook

Download our paid‐for copy  in the labs from the course  site 

http://www.cs.ru.ac.za/courses/

Csc303/GameDev/textbook This is a restricted area, so you'll  need to be logged in on the ICT  domain.

It is on loan to you until the  end of the semester.  It  remains the property of the  Department.

Agendas and Themes

The approach is "as Computer Scientists"

We're more interested in underlying principles than in the  short‐term outcomes.

Build your general programming skills

Knowledge should transfer and be useful in your other  courses  

We emphasize

sensible design and programming practices

software architecture

case studies.

I am primarily interested in "serious gaming", e.g. using  gaming to teach logic and/or programming skills.    Expect  some biased case studies and not much shooting.    

Commitment

It is a third course in your major year.

It will probably need 15 hours per week.

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2014/08/25

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The book is for XNA 3.  

But our software is XNA 4.

XNA 4 is nicer, a bit cleaner in places, and there are  just a few things you'll need to do differently.

So if you type in some code from the book and it  doesn't work as expected, ask whether there was a  change to the mechanism in XNA 4.   There are a few  places, but not so many as to warrant buying another  book.  

XNA Game Loop

http://msdn.microsoft.com/en‐us/library/bb203873.aspx

n

We’re only going to use Fixed‐Step game loops as discussed  under Game Loop Timing, here:

Discussion/review points:

 Event‐driven and multi‐threading paradigm vs the  XNA Game Loop.

 The role of the gameTime value.

 What a frame is, the framerate, etc.  How this differs  from the animation rate.  

 How might you measure the actual framerate?

 How could you see how fast it would be possible to go?

 Why do we clear and redraw the whole screen on each  frame?   

How is this different from games you might write on a PC  using older technology like GDI, and what are 

technologies like AJAX trying to achieve?

Get Started Now!  Before tomorrow...

Download your (on‐loan) copy of the textbook, and read  and/or implement things up to the end of chapter 2.

Play a couple of levels of light‐Bot.  One site is  http://www.kongregate.com/games/Coolio_Niato/light‐bot

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