052212 VU Gaming Technologies (2023W)
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 We 13.09.2023 09:00 to We 20.09.2023 09:00
- Deregistration possible until Sa 14.10.2023 23:59
Details
max. 25 participants
Language: English
Lecturers
Classes (iCal) - next class is marked with N
- Thursday 05.10. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 12.10. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 19.10. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 09.11. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 16.11. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 23.11. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 30.11. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 07.12. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 14.12. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 11.01. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 18.01. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
- Thursday 25.01. 13:15 - 16:30 PC-Unterrichtsraum 4, 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. Weekly tasks and the game project are implemented using a game engine.
Assessment and permitted materials
Weekly tasks and a semester project. Presentation of the semester project is also an oral exam.
Minimum requirements and assessment criteria
Basic 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! Details of the game are part of an oral exam.Grading of the computer game (max 30%)
-5% Usage of AI
-5% Usage of physics simulation
-10% Size, game idea.
-10% Oral exam--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)
--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! Details of the game are part of an oral exam.Grading of the computer game (max 30%)
-5% Usage of AI
-5% Usage of physics simulation
-10% Size, game idea.
-10% Oral exam--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
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
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: Th 05.10.2023 12:47