Difference between revisions of "GAM666/DPS901 Weekly Schedule 20103"

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** Vertex buffers
 
** Vertex buffers
 
** Implementing world, view, and projection transformations
 
** Implementing world, view, and projection transformations
* Projects
+
 
** Checkout the SimpleSprites sample
+
=== 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
 
** 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
 
** 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
 
** When the three images fall off the screen start drawing them at the other end
 
** Add suspend logic to handle loss of focus
 
** Add suspend logic to handle loss of focus
 
+
** Refer to the DirectX documentation for descriptions of the function calls
=== To Do ===
 
* Practice transforming a vector using a matrix
 
* Practice matrix multiplication
 
  
 
=== Resources ===
 
=== Resources ===
Line 175: Line 176:
 
** [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://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]
 
** [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]

Latest revision as of 23:03, 8 November 2010


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


GAM666/DPS901 -- Weekly Schedule 20103

Week 1 - Sep 5

This Week

  • Windows Programming
  • Dialog Sample
  • Selection Sample

To Do

  1. Install Visual Studio 2010
  2. Run Dialog Sample
  3. Run Selection Sample

Week 2 - Sep 12

This Week

  • COM Objects and DirectX
  • Assignment Setup

To Do

Resources

Week 3 - Sep 19

This Week

  • Display Modes
    • The fwk4gps framework, its branches, and component architecture
    • Singleton class as an alternative to global variables
    • Including interfaces rather than class declarations to minimize header file dependencies
    • Use the Direct3D COM object to interrogate the hardware for the installed options
  • Event Iteration
    • Messaging, the main application window and event iteration
    • Housekeeping during loss and restoration of focus
    • Housekeeping during re-configuration
    • Use the Direct3DDevice9 COM object to access the display device
  • Projects
    • Introducing SVN and Demos by Fardad in class

To Do

  • Download SVN and install it on your computer.

Resources


Week 4 - Sep 26

This Week

  • Background Image
    • Sprites
    • Textures
    • Color Model
    • Use the Direct3DSprite COM object to manage the drawing of 2D images
    • Use the Direct3DTexture9 COM object to hold an image on video memory
    • Shades of Red application reviews the material covered to date
  • 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
  • Projects

To Do

  • Download the 15-Controller and ShadesOfRed Samples from the Course Repository. (userid: "dpsgam" password: blank [no password])
  • Submit your game proposal and schedule an appointment with your instructor (click here to book an appointment)
  • Complete the coding for ShadesOfRed

Resources


Week 5 - Oct 3

This Week

To Do

  • Add a background image to the ShadesOfRed sample
  • 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

Resources

Week 6 - Oct 10

This Week

  • 2D Mathematics (continued)
    • Matrix transformations
  • 3D Mathematics
    • Coordinate Systems
    • Vectors
    • Transformations
      • World Transformations
      • Camera Transformations
      • Projection Transformations
    • Math Library
    • Direct3D Utilities
  • 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

Week 7 - Oct 17

This Week

  • Mid-Term Test
  • 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

  1. Checkout 7-Graphics Primitives
  2. Run Graphics Primitive Sample
  3. Derive a Plane Object from abstract base class Object

Resources

  • Lecture Material
    • DirectX documentation as installed on your local computer
    • MSDN Library

Week 8 - Oct 31

This Week

  • Mathematics (addendum to course notes)
    • Planes
    • Collisions
      • Planes
      • Spheres
  • Visibility
    • Culling Techniques
      • Occlusion culling
        • Painter's algorithm
        • Depth Buffering
    • Direct Device Branch
      • Graphics Card Component
        • Display Portal
  • Lighting
    • Model Branch
      • Lighting Component
        • Lighting coordinator
        • Light primitive
    • Direct Device Branch
      • Graphics Card component
        • Display portal
        • DeviceLight primitive


To Do

  1. Checkout 8-Visibility
  2. Run Visibility Sample
  3. Derive a Plane Object from abstract base class Object

Resources

  • Lecture Material
    • DirectX documentation as installed on your local computer
    • MSDN Library

Week 9 - Nov 7

This Week

  • Lighting (continued)
    • Direct Device Branch
      • Graphics Card component
        • DeviceLight primitive
  • 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

  1. Checkout 9-Lighting
  2. Run Lighting Sample
  3. Checkout 10-Texturing
  4. Run Texturing Sample

Resources

  • Lecture Material
    • DirectX documentation as installed on your local computer
    • MSDN Library