DOC PREVIEW
GT ECE 4893 - LECTURE NOTES
School name Georgia Tech
Pages 26

This preview shows page 1-2-3-24-25-26 out of 26 pages.

Save
View full document
View full document
Premium Document
Do you want full access? Go Premium and unlock all 26 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 26 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 26 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 26 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 26 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 26 pages.
Access to all documents
Download any document
Ad free experience
Premium Document
Do you want full access? Go Premium and unlock all 26 pages.
Access to all documents
Download any document
Ad free experience

Unformatted text preview:

Introduction Prof. Aaron Lanterman School of Electrical and Computer Engineering Georgia Institute of Technology2 Games are “serious business” (1) • Facts from www.esa.org: – $7.4 billion revenues in 2006 – Average player is 33 years old and has been playing for 12 years – 36% percent of American parents play computer – 80% percent of gamer parents play with their kids • From Blizzard press release: World of Warcraft surpasses 10 million subscribers in January 2008 – $13 to $15 monthly (for 2.5 million in U.S. at least) – Do the math!!! Screenshot from www.worldofwarcraft.com/burningcrusade/imageviewer.html?,images/screenshots/,65,241,3 Games are “serious business” (2) Stephen Johnson, “Everything Bad is Good for You: How Today's Popular Culture Is Actually Making Us Smarter” Screenshot from www.worldofwarcraft.com/burningcrusade/imageviewer.html?,images/screenshots/,65,241,4 Our MPG class fills an industry need (1) “CPU/GPU programming skill is the biggest hole they have. They can't find students who can do it well.” - Prof. Blair MacIntyre5 Our MPG class fills an industry need (2) “The biggest challenge facing game companies right now is the problem of writing multithreaded code that fully supports the multiple-core architectures of the latest PCs and the next generation game consoles.” - Jeremy Reimer, “Valve goes multicore” http://arstechnica.com/articles/paedia/cpu/valve-multicore.ars Picture from Wikipedia6 Our MPG class fills an industry need (3) “If a programming genius like John Carmack can be so befuddled by mysterious issues coming from multithreaded programming, what chance do mere mortals have?” - Jeremy Reimer, “Cross-platform game development and the next generation of consoles” http://arstechnica.com/articles/paedia/hardware/crossplatform.ars From www.eurogamer.net/articles/i_johncarmack_doomrpg7 The realities of real-time • The architectures we will look at are driven by real-time constraints – 60 frames per second – 1/60 ≈ 16.7 milliseconds – Average performance is irrelevant; it’s the minimum that matters • In contrast, most scientific applications can be handled “offline” – Computers historically designed to work well in “batch mode”8 NOT a course on game design, or… • See CS4455: Video Game Design – Founded by Amy Bruckman in 1998 • See CS4731: Game AI for the real deal on AI – But we may dabble in AI just a little bit • Also won’t be talking about… – Handheld game devices • That may change in the future! – “Alternative” controllers – Networking issues (LAN parties, MMORPGs, etc.) – Prototyping, user testing – Societal impact of games – Gender and games – Business issues (organizational issues of large teams, etc.) • May incidentally touch upon some of the above issues9 Only partially a graphics course (1) • No background in computer graphics required! – Make sure class is accessible to ECE majors • We will review a minimal amount of necessary background – Geometric transformations, backface culling, clipping, rasterization, lighting, texture mapping, etc. • Emphasis will be on real-time graphics10 Only partially a graphics course (2) • We won’t be talking about things like… – Perception – Global illumination: ray tracing, radiosity, photon mapping • Although people are putting such algorithms on GPUs! – Advanced animation techniques: inverse kinematics • See – CS3451/CS6491: Computer Graphics – CS4496/CS7496: Computer Animation – CS4475: Computational Photography – CS4480 Digital Video Special FX Image from www.3dkingdoms.com/ik.htm11 This is WILL be a course on… • Emphasis will be on games that simulate and depict “realistic” animated 3-D environments – Algorithms – Architectures – Programming paradigms • Practical target platforms – Xbox 360 – Playstation 3 – Windows PCs with NVIDIA or ATI graphics cards • Future target platforms – Intel’s Larabee • What about the Wii?12 Then vs. Now • In the early days of computer games, the “designer” and the “programmer” were often one and the same • Nowadays there are usually separate positions of “producer,” “lead designer,” “lead artist,” “lead programmer,” etc.13 Theme 1 • Hardware features influence game design • If the Atari 400 gives you 4 sprites, you’ll naturally find something to do with those 4 sprites • If a Playstation 3 can push a gazillion polygons, developers feel obligated to provide a gazillion polygons • Driving budgets through the roof • 100 person teams - 30 programmers, 70 artists • Trend not sustainable! • With all the emphasis on 3-D realism, could great games like Ms. Pac-Man or Balance of Power be made today?14 Theme 2 Sufficient cleverness can sometimes overcome hardware limitations15 Commercial game industry is brutal • Nov. 2004: “EA Spouse” post (ea-spouse.livejournal.com) lead to $14.9 million award for unpaid overtime • Some companies get hundreds of resumes per week per listing (www.gamasutra.com/features/20050711/mcshaffry_01.shtml) Erin Hoffman Photo from Wikipedia16 Think “outside the box” • Computer engineering – Gaming drives technological developments – Gaming experience gives future computer engineers insight – Maybe you’ll work for NVIDIA or ATI? – Maybe you’ll work for Intel, AMD, or IBM? – Maybe you’ll help design the Playstation 4 or Xbox 720? • “Game” programming/design: think beyond the commercial industry • Scientific potential of GPGPU • Even if you never program any “games,” multicore is the future • That all said - we’d be totally thrilled if you got a job at Insomniac, Bungie, Blizzard, Activision, LucasArts, etc.17 Many opportunities for indie developers (1) • On-line distribution takes manufacturing costs out of the equation • “Brick & mortar” stores have limited shelf space • Services like Amazon, Netflix, etc. can exploit “the long tail” • Why are we still shipping boxes mostly full of air? Photos from http://cribbster.wordpress.com/2009/01/27/18 Many opportunities for indie developers (2) • Greg Costikyan’s


View Full Document

GT ECE 4893 - LECTURE NOTES

Documents in this Course
Load more
Download LECTURE NOTES
Our administrator received your request to download this document. We will send you the file to your email shortly.
Loading Unlocking...
Login

Join to view LECTURE NOTES and access 3M+ class-specific study document.

or
We will never post anything without your permission.
Don't have an account?
Sign Up

Join to view LECTURE NOTES 2 2 and access 3M+ class-specific study document.

or

By creating an account you agree to our Privacy Policy and Terms Of Use

Already a member?