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052212 VU Gaming Technologies (2020W)

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: English

Lecturers

Classes (iCal) - next class is marked with N

Thursday 01.10. 15:00 - 16:30 Digital
Thursday 08.10. 15:00 - 16:30 Digital
Thursday 15.10. 15:00 - 16:30 Digital
Thursday 22.10. 15:00 - 16:30 Digital
Thursday 29.10. 15:00 - 16:30 Digital
Thursday 05.11. 15:00 - 16:30 Digital
Thursday 12.11. 15:00 - 16:30 Digital
Thursday 19.11. 15:00 - 16:30 Digital
Thursday 26.11. 15:00 - 16:30 Digital
Thursday 03.12. 15:00 - 16:30 Digital
Thursday 10.12. 15:00 - 16:30 Digital
Thursday 17.12. 15:00 - 16:30 Digital
Thursday 07.01. 15:00 - 16:30 Digital
Thursday 14.01. 15:00 - 16:30 Digital
Thursday 21.01. 15:00 - 16:30 Digital
Thursday 28.01. 15:00 - 16:30 Digital

Information

Aims, contents and method of the course

Basics of real-time physics engines and AI engines for computer games. Weekly tasks and the game project are implemented using a game engine.

Assessment and permitted materials

Weekly tasks and a semester project.

Minimum requirements and assessment criteria

Basi knowledge in programming. Final grading is computed according to:
--All individual tasks and the semester project are graded
--Final grading is due to weighted sum S of gradings of weekly tasks and game
--Individual tasks have an overall weight of 70%
--Final computer game has a weight of 30%, must be shown to instructor in person!
--Positive ONLY if computer game works!
--Final grading due to weighted sum S:
S>90% : Sehr Gut (1)
S>80% : Gut (2)
S>70% : Befriedigend (3)
S>59% : Genügend (4)
S<60% Nicht Genügend (5)

Examination topics

Game physics: rigid body physics,, collision detection and response
Game AI: movement, path finding, decision making

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)
Ian Millington, AI for Games (3rd Edition), CRC Press, 2019

Association in the course directory

Module: GD2 GAT

Last modified: Mo 05.10.2020 10:08