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GAM666/DPS901 Weekly Schedule 20103

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* [https://cs.senecac.on.ca/~gam666/pages/content/trans.html Sprite in Motion]
** timing
*** upper limit on drawing rate
*** keypress latency
** model coordination
*** coordinator-primitive pattern
** direct-device connectivity
*** portal-primitive pattern
** user action key mapping
** Use the Direct3DFont COM object to draw the font for a text item on the HUD
* Projects
** [[Hints for Using SVN to collaborate on school projects]] (demo in class)
** Coordinate System
** Vectors
** Matrix
** Trigonometry
** Matrix Transformations
* Projects
**
=== To Do ===
* Add a background image to the ShadesOfRedsample* 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
** [http://svnbook.red-bean.com/ SVN book at red-bean.com] or download[https://cs.senecac.on.ca/~fardad.soleimanloo/oop344/notes/svn-book.pdfthe PDF from here].
** [http://ankhsvn.open.collab.net/ AnkhSVN - Free Visual Studio SVN Integration Alternative To VisualSVN]
 
== Week 6 - Oct 10 ==
=== This Week ===
* [https://cs.senecac.on.ca/~gam666/pages/content/2dmat.html 2D Mathematics (continued)]
** Matrix transformations
* [https://cs.senecac.on.ca/~gam666/pages/content/3dmat.html 3D Mathematics]
** Coordinate Systems
** Vectors
** Transformations
*** World Transformations
*** Camera Transformations
*** Projection Transformations
** Math Library
** Direct3D Utilities
* [https://cs.senecac.on.ca/~gam666/pages/content/basic.html 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 ===
* Lecture Material
** DirectX documentation as installed on your local computer
** [http://msdn.microsoft.com/en-us/library/ MSDN Library]
* Projects
** [http://subversion.tigris.org/ Subversion (SVN)]
** [http://tortoisesvn.net/downloads Download Page of TortoiseSVN]
** [http://tortoisesvn.net/docs/release/TortoiseSVN_en/index.htmlTortoiseSVN Documentation]
** [http://svnbook.red-bean.com/ SVN book at red-bean.com] or download[https://cs.senecac.on.ca/~fardad.soleimanloo/oop344/notes/svn-book.pdfthe PDF from here].
** [http://ankhsvn.open.collab.net/ AnkhSVN - Free Visual Studio SVN Integration Alternative To VisualSVN]
 
== Week 7 - Oct 17 ==
 
=== This Week ===
 
* Mid-Term Test
* [https://cs.senecac.on.ca/~gam666/pages/content/basic.html 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 ===
 
# Checkout 7-Graphics Primitives
# Run Graphics Primitive Sample
# Derive a Plane Object from abstract base class Object
 
=== Resources ===
* Lecture Material
** DirectX documentation as installed on your local computer
** [http://msdn.microsoft.com/en-us/library/ MSDN Library]
 
== Week 8 - Oct 31 ==
 
=== This Week ===
 
* Mathematics (addendum to course notes)
** Planes
** Collisions
*** Planes
*** Spheres
* [https://cs.senecac.on.ca/~gam666/pages/content/3dren.html Visibility]
** Culling Techniques
*** Occlusion culling
**** Painter's algorithm
**** Depth Buffering
** Direct Device Branch
*** Graphics Card Component
**** Display Portal
* [https://cs.senecac.on.ca/~gam666/pages/content/light.html Lighting]
** Model Branch
*** Lighting Component
**** Lighting coordinator
**** Light primitive
** Direct Device Branch
*** Graphics Card component
**** Display portal
**** DeviceLight primitive
 
 
=== To Do ===
 
# Checkout 8-Visibility
# Run Visibility Sample
# Derive a Plane Object from abstract base class Object
 
=== Resources ===
* Lecture Material
** DirectX documentation as installed on your local computer
** [http://msdn.microsoft.com/en-us/library/ MSDN Library]
 
== Week 9 - Nov 7 ==
 
=== This Week ===
 
* [https://cs.senecac.on.ca/~gam666/pages/content/light.html Lighting (continued)]
** Direct Device Branch
*** Graphics Card component
**** DeviceLight primitive
* [https://cs.senecac.on.ca/~gam666/pages/content/textu.html 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 ===
 
# Checkout 9-Lighting
# Run Lighting Sample
# Checkout 10-Texturing
# Run Texturing Sample
 
=== Resources ===
* Lecture Material
** DirectX documentation as installed on your local computer
** [http://msdn.microsoft.com/en-us/library/ MSDN Library]

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