1. 1. module introduction
DESCRIPTION
1. 1. Module Introduction. Details of the goals and structure of this module. Welcome to csc2007 Games Programming. Welcome! Firstly, some things about my lecturing style… I don’t want to talk at you for an hour I really do want to hear your thoughts and opinions - PowerPoint PPT PresentationTRANSCRIPT
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1.1. MODULE INTRODUCTIONDetails of the goals and structure of this module
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Welcome to csc2007 Games ProgrammingWelcome! Firstly, some things about my lecturing style… • I don’t want to talk at you for
an hour• I really do want to hear your
thoughts and opinions• I like asking questions, but I
don’t like asking questions with a right/wrong answer
• I’m friendly, honest!
And now for something completely different…
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Welcome to csc2007 Games ProgrammingApproach 1 Approach 2
• 10 hours of lectures on high way code and the theory behind driving
• 40 hours of practical driving experience
• Take driving test
Learn How to Drive
• 40 hours of lectures on high way code and the theory behind driving
• 10 hours of practical driving experience
• Take driving test
Module aims: Enable learners to pass the driving test
Question: Which approach would you pick? More importantly, why would you select this approach?
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KEY MODULE INFORMATIONModule aims and learning outcomes. Assessment. Module Handbook
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Module Aims and Structure What does this module aim to do?The module aims to improve your programming skills…… via 2D computer game development.
How does it aim to do this?The module will help you to develop a computer game... ... assessment is 100% project based
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Module Aims and Structure (Module Handbook) The module handbook
contains lots of important information, including:• Module learning
outcomes• Weekly module content• Learning contract• Project overview and
advice• Development timeline• Project assessment• Recommended reading• Contact information
To do:Read this
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LEARNING ON THIS MODULEHow best to approach learning on this module…
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Pen and paper at the ready…Answer the following questions in a couple of words
Q1: Write down something new that you learnt to do recently…
Q2: Write down the reasons why you learnt this…
Q3: Write down how you learnt this…
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How you and I (and everyone else) learns• People learn things because
they are either useful or fun
• People learn things by doing them and getting better through practice.
Consequentially, for this module...
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How this module approaches learning• The entire course is setup
around the project and its development...
... programming is a practical activity, much like driving, and is best learnt by doing, i.e. by actually writing code, not by sitting in lectures. Lectures will be used to support the project.
• You get to select your own project ...... you know best in terms of
what games you find fun and want to explore
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KEY MODULE INFORMATION: PART IIXNA/Java. Weekly lecture breakdown. Recommended reading. Lectures times and contact information. Student feedback.
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Development Language (XNA / Java)If you are on the MEng in Computer
Game Development :• Your game will be developed using XNA
If you are on any Computer Science pathway:•You can develop your game using either XNA or Java (XNA is recommended)
More information on this choice will be provided in the next lecture.
To do:Pick
language
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Weekly Lecture Breakdown
Week 6: Exploratory Developme
nt
ReadingPack
Further
Reading
Week 1: Introduction
Week 2: Architectural Design
Week 3: Graphics I + Input
Week 4:Graphics II + Sound
Week 5:Architectural Design II
ReadingPack
ReadingPack
Further
Reading
ReadingPack
Further
ReadingFurther
Reading
Further
Reading
Week 7:Artificial
Intelligence I
Week 8:Artificial
Intelligence II
Week 9:Advanced Graphics I
Week 10:Advanced Graphics II
ReadingPack
Further
Reading
ReadingPack
Further
Reading
Further
Reading
Further
Reading
Week 11: Final
Development
Week 12: Assessment
& Vivas
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Recommended Reading Learning XNA 3.0: XNA 3.0 Game Development for the PC, Xbox 360, and Zuneby Aaron ReedO’Reilly Media (3 Dec 2008) ISBN: 0596521952
Introduction to Game Development by Steve RabinCharles River Media (14 Jun 2005) ISBN: 1584503777
Artificial Intelligence for GamesBy Ian MillingtonMorgan Kaufmann; (18 Sep 2009) , 2nd Ed.ISBN-10: 0123747317
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Lecture times and important datesLectures Times:Wednesday Lecture 12:00 – 13:00 BCB / WTSThursday Lecture 12:00 – 13:00 BCB / WTSFriday Lecture 10:00 – 11:00 BCB / WTSFriday Advisory 14:00 – 16:00 BCB / 1st Floor Lab
Important Dates:Wed 28th September: First lectureFri 7th October Initial game concept hand-inFri 4th November Architecture / prototyping hand-inFri 25th November Alpha code hand-inFri 9th December Full project hand-in14th-16th December Assurance vivas
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Contact informationKey URLs:Queen’s Online http://www.qol.qub.ac.ukXNA App Hub http://create.msdn.comSun’s Java Homepage http://java.sun.comNetBeans Homepage http://www.netbeans.orgGIMP (Image editor) http://www.gimp.org/Audacity (Sound editor) http://audacity.sourceforge.net/
CSC2007 Forumhttps://vle.qol.qub.ac.uk/2101/CSC/2007-AUT-QUB(Login using your QoL username/password)
Contact Information: Philip Hanna MSN/Messenger:028 9097 4634 / 1779Search for [email protected] OG003, 14 Malone Road [email protected]
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STUDENT-TO-STUDENT ADVICEFeedback from previous students to current students
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Feedback from previous studentsEach year students are asked to reflect on their experiences of the module and pass onto future students advice and tips on how to tackle the project.
The information provided by students is highly valuable – although the real value lies not in simply reading the advice, but acting upon the advice...
To do:Read
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Summary
To do:Read the module
handbookRead previous student
feedbackThink about game
ideas, possible team, development language
Today we explored:
What this module is about
How the module is structured
How best to learn on this module