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Mar 11, 2025
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CS 271 - Three-Dimensional Game Development I DirectX
5.0 Credits First of a three-course sequence. Introduction to 3D game programming using the latest version of the Microsoft 3D API. Topics include a review of 3D mathematics, transformation pipeline, initializing Direct 3D, vertex and index buffers, and single and multi-texture effects (was CMPSC 271). Prerequisite: CS 132 (was CMPSC 143) or CS 135 (was CMPSC 145) or department permission. CS 161 (was CMPSC 161) highly recommended.
Course-level Learning Objectives (CLOs) Upon successful completion of this course, students will be able to:
- Program a game scene with ambient, directional and spot lighting. [REASON]
- Program a scene which includes a texture mapped solid figure. [REASON]
- Program mipmapping algorithms to improve the visual detail of a solid textured figure as the figure is approached. [REASON]
- Write programs utilizing full Direct3D tools and capabilities. [REASON]
- Describe the overall architecture of DirectX including the relationship of hardware and software resources. [COMMUNICATE]
- Describe various rendering device performance characteristics, and their advantages and disadvantages. [COMMUNICATE]
- Describe the effects of memory placement choices on mesh load and rendering times. [COMMUNICATE]
- Describe the process of applying texture maps to polygon, including various common texture addressing modes. [COMMUNICATE]
- Describe how aliasing can cause texture artifacts, and how various filtering techniques can help eliminate the artifacts. [COMMUNICATE]
- Clearly communicate problem and solution descriptions to peers, and work with peers to jointly solve problems. [COMMUNICATE]
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