Difference between revisions of "GAM666/DPS901"

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{{GAM666/DPS901 Index | 20103}}
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{{GAM666/DPS901 Index | 20123}}
  
 
Please help make this page resourceful for all GAM666/DPS901 students to use!
 
Please help make this page resourceful for all GAM666/DPS901 students to use!
  
= GAM666/DPS901 -- Introduction To Game Programming/3D =
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= Introduction To Game Programming/3D Game Programming =
*This course introduces three-dimensional, real-time, event-driven, multi-media, game programming.  The course covers windows programming at the operating system level, low-level programming of hardware through the DirectX APIs and design implementation at the model-level.  
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*This course introduces three-dimensional, real-time, event-driven, multi-media, game programming.  It covers windows programming at the operating system level, low-level programming of hardware through the DirectX APIs, and design implementation at the model-level.  
 
   
 
   
*The course is supported by an open instructional software framework with a set of accompanying web pages.  The framework consists of components that are introduced in stages.  The components are independent of one another and the web pages describe the upgrades at each stage.
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*The course is supported by an open instructional software framework with accompanying web pages.  The framework is introduced in stages throughout the course.  The web pages describe the upgrades at each stage.
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*Students refactor select parts of the framework to produce a game of their own.
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=== Subject Description and Course Outcomes ===
 
=== Subject Description and Course Outcomes ===
 
* [https://scs.senecac.on.ca/course/gam666 GAM666]
 
* [https://scs.senecac.on.ca/course/gam666 GAM666]
 
* [https://scs.senecac.on.ca/course/dps901 DPS901]
 
* [https://scs.senecac.on.ca/course/dps901 DPS901]
 
=== External Links ===
 
=== External Links ===
* [https://cs.senecac.on.ca/~gam666/content/index.html Course Web Site – Lecture Notes]
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* [https://cs.senecac.on.ca/~gam666/pages/content/index.html Course Web Site – Lecture Notes]
 
* [https://cs.senecac.on.ca/~gam666/pages/timeline.html Course Web Site – Timeline]
 
* [https://cs.senecac.on.ca/~gam666/pages/timeline.html Course Web Site – Timeline]
* [https://cs.senecac.on.ca/~gam666/Code%20Samples Framework – Class Samples]
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* [svn://zenit.senecac.on.ca/dpsgam/trunk Class Samples]
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* [svn://zenit.senecac.on.ca/dpsgam/trunk/fwk4gps Framework ]
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* [svn://zenit.senecac.on.ca/dpsgam/trunk/resources Resources for the Framework]
 
* [http://msdn.microsoft.com/en-us/library MSDN]
 
* [http://msdn.microsoft.com/en-us/library MSDN]
  
 
== The Project  ==
 
== The Project  ==
The course assignment is a three-stage, team project to build a game using the in-class framework as its starting point.  Each team consists of 4-5 members.  Membership is subject to instructor approval and is open to modification until the week of the drop date for the course.  The first stage of the assignment establishes the proposed design and identifies which member will work on which aspect of the game.  Each member is responsible for a distinct aspect of the gameTeam members submit their proposal on their project page and meet with the instructor to review the proposal and obtain approval.  The second stage involves the release of a draft of the game.  The team members meet with the instructor to review progress, discuss any changes, and obtain approval for the final plan to be implemented.  The third and final stage involves presentation of the completed game to the class and its evaluation by the instructor.
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The course project is a three-stage, team assignment to build a game using the framework as the starting point.  Each team consists of up to 5 members.  Membership is subject to instructor approval and is open to modification until the end of the week of the drop date for the course.  The first stage of the assignment proposes the game design and identifies which member will work on which aspect of the game.  Each member is responsible for their own aspect.  Each team meets with the instructor to review the proposal and obtain approval.  The second stage releases a draft of the game.  Each team meets again with the instructor to review progress and redefine goals.  The third and final stage presents the completed game to the class.  Details are on the Project Requirements page.
  
 
== Evaluation ==
 
== Evaluation ==
  
 
* Assignment 50%
 
* Assignment 50%
** Individual Work 50%
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** Individual Work - 50% to 75% inclusive
** Group Work 50%
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** Group Work - 25% to 50% inclusive
* Test(s) 20%
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** Total (Individual + Group) - 100%
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* Test 20%
 
* Exam 30%
 
* Exam 30%
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== Final Submission Requirements ==
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When ready to submit your project:
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# Finalize your modifications in trunk.
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# Create a directory in trunk called: '''"SubmissionLogs"'''
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# For each member of the team create a text file named as '''"YourSenecaEmailId.txt"''' in the '''"SubmissionLogs"''' directory. In this text file, in a point form, specify in detail, all the tasks you have done for the group project.
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# Branch (copy) the whole project including the SubmissionLogs directory and its text files into tags directory under '''"prj1.0"'''.
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# If final adjustments are needed after these steps, repeat everything from step one but branch the trunk into a new directory in tags as '''prj1.1, prj1.2''', etc.
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#:(for marking purposes, your instructor will consider your last revision as your submission)
  
 
== Resources ==
 
== Resources ==
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* [http://ankhsvn.open.collab.net/ AnkhSVN - Free Visual Studio SVN Integration Alternative To VisualSVN]
 
* [http://ankhsvn.open.collab.net/ AnkhSVN - Free Visual Studio SVN Integration Alternative To VisualSVN]
  
== Examples and In-class Notes==
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== Examples and In-Class Notes==
 
 
  
 
== Archives ==
 
== Archives ==

Latest revision as of 18:32, 29 August 2012


GAM666/DPS901 | Weekly Schedule | Student List | Project Requirements | Teams and their Projects | Student Resources



Please help make this page resourceful for all GAM666/DPS901 students to use!

Introduction To Game Programming/3D Game Programming

  • This course introduces three-dimensional, real-time, event-driven, multi-media, game programming. It covers windows programming at the operating system level, low-level programming of hardware through the DirectX APIs, and design implementation at the model-level.
  • The course is supported by an open instructional software framework with accompanying web pages. The framework is introduced in stages throughout the course. The web pages describe the upgrades at each stage.
  • Students refactor select parts of the framework to produce a game of their own.

Subject Description and Course Outcomes

External Links

The Project

The course project is a three-stage, team assignment to build a game using the framework as the starting point. Each team consists of up to 5 members. Membership is subject to instructor approval and is open to modification until the end of the week of the drop date for the course. The first stage of the assignment proposes the game design and identifies which member will work on which aspect of the game. Each member is responsible for their own aspect. Each team meets with the instructor to review the proposal and obtain approval. The second stage releases a draft of the game. Each team meets again with the instructor to review progress and redefine goals. The third and final stage presents the completed game to the class. Details are on the Project Requirements page.

Evaluation

  • Assignment 50%
    • Individual Work - 50% to 75% inclusive
    • Group Work - 25% to 50% inclusive
    • Total (Individual + Group) - 100%
  • Test 20%
  • Exam 30%

Final Submission Requirements

When ready to submit your project:

  1. Finalize your modifications in trunk.
  2. Create a directory in trunk called: "SubmissionLogs"
  3. For each member of the team create a text file named as "YourSenecaEmailId.txt" in the "SubmissionLogs" directory. In this text file, in a point form, specify in detail, all the tasks you have done for the group project.
  4. Branch (copy) the whole project including the SubmissionLogs directory and its text files into tags directory under "prj1.0".
  5. If final adjustments are needed after these steps, repeat everything from step one but branch the trunk into a new directory in tags as prj1.1, prj1.2, etc.
    (for marking purposes, your instructor will consider your last revision as your submission)

Resources

Examples and In-Class Notes

Archives