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Lectures
Part 1 (week 1-2): Introduction to Game Technology - Burkhard
- Lecture 1/2: Introduction to Computer Games & the Game Industry
- Reading: Page 6-10 of Issue 10 of Venture (an Industry New Zealand Magazine).
- Reading: Lecture handout "Put Your Game Development Education to Work" (from 2003 Game Career guide)
- Handout 1/2
- Lecture 3: Game Development
- Reading: Jonathan Blow - "Game Development - Harder Than You Think".
- Handout 3
- Lecture 4: Game Engine Design
- Lecture 5: The Polygon Rendering Pipeline
- Lecture 6: Physically-Based Modelling and Animation
Part 2 (week 3-4): Ute
- Lecture 1: Introduction to Games and AI (3.8.2004)
- Handout given out during the lecture
- Finite State Machines and Computer Games (5.8.2004)
- Handout given out during the lecture
- Game Trees (4.8.2004)
- Handout given out during the lecture
- Games as a Search Problem - Example: Chess (10.8.2004)
- Handout given out during the lecture
- Decision Trees and Rule-Based Systems (12.8.2004)
- >Handout given out during the lecture
- Using N-Gram Statistical Models to Predict Player Behaviour
and Aspects of Practical Natural Language Learning for Games
- Handout given out during the lecture
Part 3 (weeks 5-8): Jarno
- Scene organisation
- Space subdivision
- Visibility preprocessing
- Portals and view frustum culling
- Don't forget assignment 3 on the assignments page
- Handout on Gaggle and network gaming
- Advanced billboarding
- Handout 5
- Source code for the tree&forest rendering using billboards
- Collision detection
- Terrain rendering with multiple levels of detail
- Vertex and fragment shaders
- Handout 8
- The current GLSL specification
- Shadow and light
Part 4 (weeks 9-10): Hans
- A* Path Planning
- Skeleton-Based Path Finding
- Fuzzy Logic for Games
Part 5 (weeks 11-12): Pat
- Flocking: A simple Technique for Simulating Group Behaviour
- A Neural Net Primer
- Aspects of Genetic Programming applied to a Games
-
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