Universität Wien

050059 VU Gaming Technologies (2014S)

Continuous assessment of course work

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).

Details

max. 25 participants
Language: German

Lecturers

Classes (iCal) - next class is marked with N

Wednesday 05.03. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
Wednesday 19.03. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
Wednesday 26.03. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
Wednesday 02.04. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
Wednesday 09.04. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
Wednesday 30.04. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
Wednesday 07.05. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
Wednesday 14.05. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
Wednesday 21.05. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
Wednesday 28.05. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
Wednesday 04.06. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
Wednesday 11.06. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
Wednesday 18.06. 11:30 - 14:45 Seminarraum 7, Währinger Straße 29 1.OG
Wednesday 25.06. 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)

Association in the course directory

Last modified: Mo 07.09.2020 15:29