CES8AA Animation and videogame techniques
| ECTS Credits : 4 Duration : 36 hours | Semester : S7 | ||
Responsable(s) : Guillaume BONFANTE, Associate professor, guillaume.bonfante@mines-nancy.univ-lorraine.fr | ||||
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 : | ||||
Levels | Description and operational vocabulary | |||
Know | Video game techniques : 3D Models, physics engine, scripting, artificial intelligence, animation, tilling | |||
Understand | Data representing : entities, forms, textures, bones, animated sequences. General video game design, render engine, physics engine, artificial intelligence | |||
Apply | To a real case notions seen in class | |||
Analyse | Game-play, geometric entities, data sharing, player-computer interactions, need of a physics engine | |||
Summarise | Implementing a 3D video game, graphics design, program structuring, event, game-state machine | |||
Assess |
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Evaluation : | ||||
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Cet espace sera supprimé le 31 janvier 2024 - Pour toutes questions, vous pouvez nous contacter sur la liste wikidocs-contact@univ-lorraine.fr
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