We kept going through the notes on graphics stuff useful in games. (see 11/27) We went through parallax mapping, relief mapping, environment mapping, and shadow mapping. (it was mapping day!)
Lectures
(note: these notes were covered over 2+ days. day 1 we got through bump mapping, day 2 was all kinds of advanced mapping, leaving shadow volumes for day 3) High Level Review: (see Lecture 7): What are the goals of graphics for games? Fast (keep up the frame rate) Dynamic (respond to what’s going on) […]
Reading Assignment 8 Why HCI (see 2011 notes) Usability vs. Games Nobody learned to play the violin because it was easy (or play chess, or baseball) How does usability matter? Frustration vs. Challenge Design Principles Don Norman boils it all down to 2: Visability Conceptual Models Is needing an instruction manual a cause or a […]
Prof. Joe Koykkar will talk about sound design. He suggests these links for good resources: Sound Design Essentials: Books (generally a useful blog) Good article of doing sound design for games in the real world.
Distance Transform Algorithm – to think about GPUs, parallelism Distance Transform Applications – to think about AI Noise – a useful topic, but cute tricks Distance Transform Algorithm Review Danielson EDT (linear time) linear but serial (and linear in # of pixels, not edge size) equivalence to vornoi diagrams Introduce propagation algorithm fast implementations with […]
Guest Lecture by David
Administrivia: Project 2: Kudos, Post-Mortems Project 3: Prep for Thursday Small topics – that may or may not be useful. Goals for Programming http://research.cs.wisc.edu/graphics/Courses/679-s2007/Main/GameProgramming Engine Architecture (memory management, entity systems, …) Data Driven Programming Memory management http://research.cs.wisc.edu/graphics/Courses/679-s2007/Main/MemoryManagement Entity system article http://gamedeveloper.texterity.com/gamedeveloper/201111?pg=17#article_id=121394 Perlin Noise (as a way at lots of concepts) http://research.cs.wisc.edu/graphics/Courses/679-s2007/Main/Noise
Last week review. Handin mechanics – class mechanics (feedback from playtests) – postmortems Reflection exercise – 2 concepts from game design discussion and how they are reflected in your game. 1 that you are getting right, 1 that you aren’t (may try to fix). project 3 some thoughts on working together not a “realistic” team […]
CS679, Today in class we are going to spend some time using our new game design vocabulary to analyze two different games, Braid and Defcon. To prepare for class please: 1. Download and install the free demos for both games -Defcon is available from http://www.introversion.co.uk/defcon/ for mac/pc -Braid is available by installing steam at http://store.steampowered.com/app/26800/ Unfortunately, you will […]
David will start w/MDA David’s Gagnon – 2012 – SissyFight 3000 and MDA My really old notes: 2007 What is Fun (Falhstein’s theory, Types of Fun, Crawford, Flow, Goals&Choices) 2007 Game Design– Formalizing, Aesthetics, Issues List 1 – Compelling Goals – make the player WANT to do something 2 – Clear Goals – make sure […]