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COMP 476/4
Advanced Game Development Winter Session 2012 |
COMP 476: ADVANCED GAME DEVELOPMENT (4 credits) | ||||||||||
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| LECT | N | -T-J--- | 14:45 | 16:00 | H-537 | Fevens, T. | ||||
| LAB | N | NI | ---J--- | 13:00 | 14:40 | H-842 | Kaustubha Mendhurwar | |||
| LAB | N | NJ | -T----- | 13:00 | 14:40 | H-842 | Kaustubha Mendhurwar | |||
More Lab Information including topics covered weekly.
Instructor Office Hours: Thursdays, 12h00-13h00, EV 3.157 (or feel free to email me to arrange for an appointment).
| Week 1: Introduction to Course; Review of Game Architecture;
Game Engine Design; Scripting. Related: Devmaster's searchable listing of game engines |
( 2-Up format, PDF ) |
| Week 2: Game AI Fundamentals. Introduction to Movement AI.
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( 2-Up format, PDF ) |
| Week 3: Movement AI - Basic Techniques; Combining Movements;
Jumping; Coordinated Movement. Related: Craig Reynolds' site on Steering Behaviors Related: A chapter on computing trajectories (PDF) |
( 2-Up format, PDF ) |
| Week 4: Pathfinding AI - Basic Techniques; A* & Variants Related: Amit Patel's site on Heuristics for A* |
( 2-Up format, PDF ) [updated Jan 26, added pages 56-98; updated Jan 31, added A* example details] |
| Week 5: Decision Making - Decision Trees; State Machines;
Behaviour Trees; Fuzzy Logic; Goal-Oriented Behavior Related: AI-Depot's page on State Machines |
( 2-Up format, PDF ) [updated Feb 1, added material on Goal-Oriented Behavior; updated Feb 5, corrected example on behaviour trees] |
| Week 6: Tactical AI - Waypoint Tactics, Tactical Analysis,
Tactical Pathfinding, Coordinated Action |
( 2-Up format, PDF ) [updated Feb 9, added material on Coordinated Action] |
| Week 7: Learning
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( 2-Up format, PDF ) [updated Feb. 16; added slides 53-100] |
| Week 8: Reading Week
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| Week 9: Game Physics: Collision Detection. Bounding Volume
Hierarchies, Spatial Partitioning; Collision Geometry Related: Bounding Boxes in XNA |
( 2-Up format, PDF ) |
| Week 10: Game Physics: Collision Resolution.
Related: Impulse-Based Simulation Related: Physics Collision - Practical Issues Related: Tutorial - Collision Detection and Response |
( 2-Up format, PDF ) |
| Week 11: Networked Gaming; Multiplayer Games.
Related: XNA Tutorial for Adding Multiplayer Support |
( 2-Up format, PDF ) |
| Week 12: Mobile Gaming
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( 2-Up format, PDF ) |
| Week 13: Improving Realism: Audio
Midterm (Thursday) Related: Enhancing the Impact of Music in Drama Oriented-Games |
( 2-Up format, PDF ) |
| Week 14: Class Presentations
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Primary References: Books
Artificial Intelligence for Games, Second Edition, by Ian Millington and John Funge text webpage (errata for second edition) (more errata for second edition) (e-book webpage) Game Physics Engine Development, Second Edition, by Ian Millington (e-book webpage) Game Coding Complete, Third Edition, by Mike McShaffry text webpage Game Engine Architecture, by Jason Gregory text webpage Real-Time Collision Detection, by Christer Ericson |
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Local (Montreal) Gaming Sites/Events (let me know of more...)
Montreal Game Jam (Jan 27-29) (Concordia volunteers needed! Go here) Montreal Chapter of IGDA |
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Sites for AI and Games
AIGameDev.com AIguru.com AI-Depot.com Generation5.org Craig Reynolds' site on Gaming and AI |
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Sites for AI and XNA
How To: Writing a AI library for XNA (creation of the AI library called BRAINS) Simple AI Engine for XNA (Open source codes) SharpSteer (Autonomous AI library for XNA) |
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Sites for Game Development in General
Gamedev.net GamesUtra.com Develop-Online.net ToyMaker.info |
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Various Links on Gaming
Jane McGonigal: Gaming can make a Better World |
| COMP476/4, Winter Session 2012 Thomas Fevens (course instructor/coordinator) |