SylabUZ
Nazwa przedmiotu | 3D games programming |
Kod przedmiotu | 11.2-WE-INFP-ProgramG3D-Er |
Wydział | Wydział Nauk Inżynieryjno-Technicznych |
Kierunek | Informatyka |
Profil | ogólnoakademicki |
Rodzaj studiów | Program Erasmus pierwszego stopnia |
Semestr rozpoczęcia | semestr zimowy 2021/2022 |
Semestr | 5 |
Liczba punktów ECTS do zdobycia | 7 |
Typ przedmiotu | obieralny |
Język nauczania | angielski |
Sylabus opracował |
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Forma zajęć | Liczba godzin w semestrze (stacjonarne) | Liczba godzin w tygodniu (stacjonarne) | Liczba godzin w semestrze (niestacjonarne) | Liczba godzin w tygodniu (niestacjonarne) | Forma zaliczenia |
Wykład | 30 | 2 | - | - | Egzamin |
Laboratorium | 30 | 2 | - | - | Zaliczenie na ocenę |
Projekt | 15 | 1 | - | - | Zaliczenie na ocenę |
Computer graphics, Object oriented programming
A brief overview of the main stages in the history of computer game development. Especially highlighting the development of 3D interactive graphics.
Existing systems and environments for 3D game programming. Examples of applications/packages supporting the development of applications with interactive 3D graphics.
Interactive computer 3D graphics. Geometric modelling, transformation and navigation in 3D space. Virtual reality as interactive 3D environment. Representation of 3D space. Construction and placement basic 3D elements. Methods of modifying of 3d objects. Representation of 3D objects -- shading and lighting. Mesh construction. Terrain component.
Animation and interactions in 3D game environment. Movement keying, simulation of move based on physics models. System of collision detection. Animation of position, rotating and scale. Interaction of user.
Tools supports of 3D game developing and programming. Performance of real-time applications. Techniques of 3d graphics scene optimization like occlusion culling, level of details. Scripting in 3D game systems.
Component and data model in 3D game. Application of Entity Component System pattern in computer games.
Selected aspects of networking in 3D games. Server and client creation. Overview of basic algorithms for synchronizing position of player in a 3D environment across the network.
Lecture: conventional lecture
Laboratory: laboratory exercises, group work
Project: project method, discussions and presentations
Opis efektu | Symbole efektów | Metody weryfikacji | Forma zajęć |
Lecture - obtaining a positive grade in written exam.
Laboratory - the main condition to get a pass are sufficient marks for all exercises and tests conducted during the semester.
Project - a condition of pass is to obtain positive marks from all project tasks and preparation written report of project.
Calculation of the final grade: = lecture 30% + laboratory 30% + project 40%.
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Zmodyfikowane przez dr hab. inż. Marek Sawerwain, prof. UZ (ostatnia modyfikacja: 15-07-2021 22:04)