CS 587 Game Engine Design
Ian Millington
Game Physics Engine Development
2010
M. Buckland
AI Techniques for Game Programming
2002
Course overview and objectives 3D game and physics engines Particle physics and engines
Millington, Chapter 1 and 2
Review of general forces, springs and constraints-The mass aggregate physics engine
Millington, Chapter 8
HW1 Visualizing stream particles (using Delta 3D and ODE)
Review of rigid body physics. The rigid body physics engine
Millington, Chapter 11
Review of collision detection and collision processing
Millington, Chapters 13 and 14
HW2 Visualizing colliding and exploding objects and vehicles (using Delta 3D and ODE and/or PhysX)
Contact and friction
Millington, Chapter 15
Putting together a physics engine
Millington, Chapters 16 and 17
HW3 Comparison and evaluation of ODE and PhysX.
State driven agent design-Introduction to agent behaviors
Buckland Chapters 2 (43-83) and 3 (85-99)
Project Design Document
Advanced Behavior
Buckland Chapters 3 (99-124)
Review of graphs-Scripting
Buckland Chapters 5 and 6
HW4 Intelligent agents, hunters and prey
Navigation graphs and path planning
Buckland Chapter 8
Massively multiplayer games Networking for games
Game Design Gems 3 Section 5
Review of the final project design
Networking and socket programming and security
Game Design Gems 5 Section 6
HW5 Comparison and evaluation of Unreal, HL2, and OGRE
Final project completion and-presentations
Presentations and documentation review
Final project completion and-presentations
Presentations and documentation review