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CSE 381 – Advanced Game Programming Code Setup
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Fix the Working Directory [ERROR] Failed to initialize the resource cac he! Are your paths set up correctly? Function: GameCodeApp::InitInstance \psf\home\desktop\gamecode4\source\gcc\gam ecode4\gamecode.cpp Line: 178 Solution: Right-click on the TeapotWars project and go to properties. Then go to the Debugging section and enter in..\..\..\Game as the Working Directory.
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Game Programmers 30 Years Ago Used to do everything design art code
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Today’s Game Programmer Typically Specialized Character movements programmer Network communications programmer Web programmer …
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Why is that important?
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Oh by the way Version Control is not just for Code Assets too Don’t lose a model an artist spent weeks on
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Paraphrasing Richard Garriott (a.k.a Lord British) The game industry is a lot like the movie industry BUT At the beginning of every game project we start by inventing new cameras, film, and processing techniques, and projectors.
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SDKs Pros & Cons Pros: Speed Up Development Flexible Well Tested (hopefully) Can be powerful But, might:: Be inflexible for your purposes Have difficult to find bugs Have big differences between versions
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Game Engine SDKs with Tools For Building game merging & optimizing assets organizing content Adding triggers, dynamic object generators, bots, etc. Level geometry/terrain likely built elsewhere i.e. Maya
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Unity Scene Editor
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Lots of them Out There
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For Next Wednesday Read Chapters 2-5 (that’s 125 pages or so) Download & Install Blender3D do Noob to Pro Tutorial Units 1-2B http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro I’ll check next Wed. to make sure everyone completed the Simple Person with a Hat
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Why Blender3D? It can make great content It's widely used It's free
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Download & Install http://www.blender.org/download/get-blender Latest version 2.68a
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Blender 3D: Noob to Pro http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro
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What can blender do? Create 3D content Create 3D worlds Produce realistic, beautiful, fantastic 2D projected renderings of 3D content/worlds
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First, some formal definitions What's a 3D model? –an abstract version of an object –renderable –data (vertices, edges, textures, etc.) What's modeling? –Process of making 3D models
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Model Data Vertices Edges Faces Surface Normals
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Steps in the Modeling Process Object modeling Shading Lighting Rigging Posing
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Shading includes Texturing Wrapping 3D geometry in images Atlas and Model
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Polygon Mesh Creation Example
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3D World Construction & Rendering Based on Geometry Imagine a model of this room Everything needs a position in 3D space –think 3D coordinates (x, y, z) –Where's the origin (0,0,0) of our room?
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Blender3D Axes X, Y, Z –Cartesian Coordinates –Are negative coordinates ok? Right-handed System, Huh?
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Axes of Rotation We'll want to rotate stuff How do we denote a rotation? We need 2 things: –Axis of rotation –Angle around axis Right-grip rule
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Coordinate Transformations Changes an object's coordinate values in some way –Moving an object (translation) –Rotating an object (rotation) –Enlarging or shrinking an object (scaling)
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Translation, Rotation, & Scaling
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Multiple Transformations They can be combined on an object Order of processing matters
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Projections Our 3D worlds are projected onto 2D screens –Orthographic vs. Perspective projection Orthographic Perspective
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Orthographic views can be useful. Why?
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Perspective Projection uses Foreshortening What's that? –nearby objects rendered larger than faraway objects –gives the illusion of depth and distance
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What's a vanishing point? Imagine looking down a set of train tracks They appear to converge at a point on the horizon This is the vanishing point
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The Projection Plane Depends on camera position and orientation
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Blender Coordinates Global Coordinate System –each scene has its own –fixed origin & orientation –virtual camera may be moved about Local Coordinate System –each object has its own
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