3D Game Programming Using OGRE3d (Object-Oriented Graphics Rendering Engine) 黃世強 cswingo@cs.nctu.edu.tw http://www.cs.nctu.edu.tw/~cswingo Room 706 #ext.

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Presentation transcript:

3D Game Programming Using OGRE3d (Object-Oriented Graphics Rendering Engine) 黃世強 cswingo@cs.nctu.edu.tw http://www.cs.nctu.edu.tw/~cswingo Room 706 #ext. 56626

Teaching Assistants

Course content Introduction to Game Development (3hr) Game System Analysis (3hr) The Game Main Loop (3hr) 3D Game Engine Training ( OGRE3D ) (6hr) Game Mathematics (3hr) Geometry for Games (3hr) Advanced Scene Management System (3hr) Terrain (3hr) Game AI (9hr) Game Physics (3hr) Game FX (3hr) Characters (3hr) Network Gaming (3hr) Introduction to MMOG Servers(3hr) Audio (1hr) The 2D Sprites (2hr)

Homework assignments, term project and exams One term project ( 55% ), The students will be divided into teams ( 2~3 ) Use OGRE to code a 3D real-time game A precompiled library MUST be used for the development of the term project and homework assignments. Library: http://www.cs.nctu.edu.tw/~cswingo/teaching/3DGamePro/lib.zip Use doxygen to document ALL programs: http://www.stack.nl/~dimitri/doxygen/download.html Quizzes ( 3% x 5 ) + Midterm (10%) Four programming homework assignments ( 5% x 4 )

Books Junker, Gregory. Pro OGRE 3D programming / Gregory Junker ; [foreword by Steve Streeting]. Publisher Berkeley, Calif. : Apress, c2006 2. David H. Eberly. 3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology). 3. Erich Gamma ... [et al.]. Design patterns : elements of reusable object-oriented software. Publisher Reading, Mass. : Addison-Wesley, c1995.

Books Tomas Moller (Author), Eric Haines (Author), Tomas Akenine-Moller (Author). Real-Time Rendering (2nd Edition). Natick, Mass. : A K Peters, c2002. 5. Game Programming Gems (1-6) 6. Finney, Kenneth C. 3D game programming all in one. Publisher Boston, Mass. : Thomson Course Technology, 2007.

Ph.D. (COMP, The Hong Kong University of Science and Technology) 黃世強 Ph.D. (COMP, The Hong Kong University of Science and Technology) Expertise Computer Graphics Geometric Modeling Physically-based simulation Character Animation Collision Detection

Cloth draping simulation Research Results Cloth draping simulation Different textures can be applied to different regions of a garment. Small wrinkles along seam lines are created automatically.

Multiple interacting objects Interacting performance is achieved for many deformable objects even though the contact regions are large. This simulation was executed on a multicore machine.

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