050059 VU Gaming Technologies (2016S)
Continuous assessment of course work
Labels
Registration/Deregistration
Note: The time of your registration within the registration period has no effect on the allocation of places (no first come, first served).
- Registration is open from Mo 01.02.2016 09:00 to Mo 22.02.2016 23:59
- Deregistration possible until Su 20.03.2016 23:59
Details
max. 25 participants
Language: German
Lecturers
Classes (iCal) - next class is marked with N
- Wednesday 02.03. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
- Wednesday 09.03. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
- Wednesday 16.03. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
- Wednesday 06.04. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
- Wednesday 13.04. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
- Wednesday 20.04. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
- Wednesday 27.04. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
- Wednesday 04.05. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
- Wednesday 11.05. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
- Wednesday 18.05. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
- Wednesday 25.05. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
- Wednesday 01.06. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
- Wednesday 08.06. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
- Wednesday 15.06. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
- Wednesday 22.06. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
- Wednesday 29.06. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
Information
Aims, contents and method of the course
Basics of real-time physics engines and AI engines for computer games
Assessment and permitted materials
Weekly tasks and a semester project.
Minimum requirements and assessment criteria
Learn how physics engines and AI-algorithms for computer games work.
Examination topics
Programming of weekly tasks in C++, as well as a semester project
Reading list
David H. Eberly, Game Physics, CRC Press; 2 edition (April 5, 2010)
Christer Ericson, Real-Time Collision Detection, CRC Press (December 22, 2004)
Christer Ericson, Real-Time Collision Detection, CRC Press (December 22, 2004)
Association in the course directory
Last modified: Mo 07.09.2020 15:29