2013-2014 Catalog 
    
    Apr 20, 2024  
2013-2014 Catalog [ARCHIVED CATALOG]

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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:

  1. Program a game scene with ambient, directional and spot lighting. [REASON]
  2. Program a scene which includes a texture mapped solid figure. [REASON]
  3. Program mipmapping algorithms to improve the visual detail of a solid textured figure as the figure is approached. [REASON]
  4. Write programs utilizing full Direct3D tools and capabilities. [REASON]
  5. Describe the overall architecture of DirectX including the relationship of hardware and software resources. [COMMUNICATE]
  6. Describe various rendering device performance characteristics, and their advantages and disadvantages. [COMMUNICATE]
  7. Describe the effects of memory placement choices on mesh load and rendering times. [COMMUNICATE]
  8. Describe the process of applying texture maps to polygon, including various common texture addressing modes. [COMMUNICATE]
  9. Describe how aliasing can cause texture artifacts, and how various filtering techniques can help eliminate the artifacts. [COMMUNICATE]
  10. Clearly communicate problem and solution descriptions to peers, and work with peers to jointly solve problems. [COMMUNICATE]



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