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Animation and videogame techniques


ECTS Credits : 4

Duration : 36 hours

Semester : S7

Responsable(s) :

Guillaume BONFANTE, Associate professor,

Keywords :

3D models, physics engine, scripting, artificial intelligence, animation 

Prerquisites : Good programming skills (C, C++, Java), good command of the operating system

Goal : Video game technology, scientific issues of the sector

Program and contents :

Model of video games : main loop, event management, programming tools. Case study : Pong

3D Models,  geometry aspects, transformations, representing the world, space paving. Shading, shader programming, textures, colours, effects (Phong, Bump mapping, Cartoon, etc). Case study : Tile design on Sketchup, building the game universe

Animation, key frames, mesh skinning, controllers, physics engine, body dynamics, collisions. Case study : Bullet Library

Artificial intelligence, scripting, path-finding, simulating entities. Case study : Moving players on the board

Implementing a video game project

Abilities : 


Description and operational vocabulary


Video game techniques : 3D Models, physics engine, scripting, artificial intelligence, animation, tilling


Data representing : entities, forms, textures, bones, animated sequences.
Animated 3D geometry : quad, rotations, point of vu, 3D scene, tiling.

General video game design, render engine, physics engine, artificial intelligence


To a real case notions seen in class
Examples of past project : Tower Defense, Lemmings, Bomberman, ...


Game-play, geometric entities, data sharing, player-computer interactions, need of a physics engine


Implementing a 3D video game, graphics design, program structuring, event, game-state machine



Evaluation :

  • Written test
  • Continuous assessment
  • Oral presentation
  • Project
  • Written report
  • Aucune étiquette