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1&6(6RIWZDUH6\VWHP'HVLJQDQG,PSOHPHQWDWLRQ6SULQJLecture 1: IntroductionGeoffrey M. VoelkerApril 6, 2002 CSE 190 – Lecture 1 -- Introduction 27RGD\● Introduction● Movies from UW version of class● Overview and Administrivia● Form groups2April 6, 2002 CSE 190 – Lecture 1 -- Introduction 3&6(6SULQJ● Instructor◆ Geoff Voelker ([email protected])◆ AP&M 5131◆ Will have office hours» Email better» Can also drop by, usually here in the evenings (unfortunately)● TA◆ Craig Donner ([email protected])◆ Email (no explicit office hours?)● Special Thanks◆ Aditya Bansod (MS student rep), Mark Hayes (MSR)◆ Donated books, software, shirts, and – soon -- machinesApril 6, 2002 CSE 190 – Lecture 1 -- Introduction 48:&ODVVHV● This course is modeled after a UW course◆ Created by John Zahorjan (UW prof) and Dennis Cannady (MS program manager (VisualBasic))◆ Dennis was the original inspiration for the style of the course,John chose games● Two movies◆ First class (Spring 97)◆ Recent class (Spring 00)3April 6, 2002 CSE 190 – Lecture 1 -- Introduction 56RIWZDUH6\VWHP'HVLJQDQG,PSOHPHQWDWLRQ● Why isn’t this course titled, “Game Design and Implementation”?◆ There are many other factors to game design that we will not touch on (e.g., AI, playability, etc.) ● By the end of the course, you’ll hopefully realize that what you learned in doing the project will apply to any large software project that:◆ Is distributed, has performance constraints, has real-time constraints, has actual users other than the developers◆ The game is motivation :-)● Essentially, this course gives you the opportunity to apply everything you’ve learned in the majorApril 6, 2002 CSE 190 – Lecture 1 -- Introduction 6&ODVV)RUPDW● Lectures◆ First two weeks (perhaps only three formal lectures)» Intro, DirectX and COM, applied SE● Group meetings◆ Once a week meetings (30 mins) with me and Craig in lab◆ Groups and individuals will submit progress reports◆ We will discuss progress, problems, plans, changes◆ We can arrange any time, but let’s start with lecture periods● Guest lectures (hopefully)◆ Sony, Angel Studios?4April 6, 2002 CSE 190 – Lecture 1 -- Introduction 7&ODVV6NHWFK● Specification, schedule, milestones: 1.5 weeks● Preliminary development: 2 weeks● Project development: 4 weeks● Spec freeze, alpha testing: 1 week● Beta testing: 1 week◆ Ship at end of beta testing◆ Demo at seminar● Review document: 1 week◆ Due during Finals weekApril 6, 2002 CSE 190 – Lecture 1 -- Introduction 8$W7KH(QG● At the end of the quarter…● We will have a seminar, open to the public, where each team will demo their game◆ Four players drawn from the group and the crowd◆ Makes you look like awesome hackers◆ But it’s also “for real” Å everyone will be watching!● Tentatively afternoon of Friday of last week of class (June 7)5April 6, 2002 CSE 190 – Lecture 1 -- Introduction 9)DFLOLWLHVDQG3ODWIRUPV● Class lab: AP&M 3313 (status is…?)◆ ~20 450 MHz PIIIs (forgot the video card used)◆ Windows 2000, DevStudio, WinCVS ◆ DirectX 8.1◆ New machines are on their way● You should be able to work from home, too◆ WinXP from MS» Win98/ME should be sufficient» NT4.0 won’t work (DirectX 8.0 does not run on NT4.0) ◆ DevStudio from MS◆ WinCVS from http://www.wincvs.org/◆ Note: MS software for personal use, NOT for resaleApril 6, 2002 CSE 190 – Lecture 1 -- Introduction 10%RRNV● From Microsoft◆ MS books – use them as reference»“Writing Solid Code” is a decent book, worth flipping through◆ No great DirectX book that I’ve found» This one seems more useful for Milkshape than anything else● Recommended◆ “Game Programming Gems” by DeLoura (editor)» Amazon.com: $70 » GPG2 is also highly recommended (GPG3 arrives in July)◆ “Game Architecture and Design” by Rollings and Morris» BarnesAndNoble.com: $39.99» Deprecated?6April 6, 2002 CSE 190 – Lecture 1 -- Introduction 11$UW● There is no time for you to do your own art● Troll the Web◆ There is artwork for many games out there◆ Usually in some kind of “standard” format» Produced from modeling software◆ Can usually load directly into game using DirectX functions◆ If not, look at the code in the game editors to help figure out how to manipulate◆ Craig also has a bunch of tips hereApril 6, 2002 CSE 190 – Lecture 1 -- Introduction 12,QWHOOHFWXDO3URSHUW\● Speaking of trolling the Web…● Many things are posted as “use freely”● But if it isn’t◆ Ask before using…just takes an email, and people are usually flattered to have their stuff used● Also, note that you own the copyright on the code that you write – not UCSD ◆ Because you pay for your education◆ Not the same for grad students, staff, or faculty7April 6, 2002 CSE 190 – Lecture 1 -- Introduction 13*URXS:HE3DJHV● Each group will maintain web pages for their project◆ Schedule, milestones, comments, pictures, blatherings, etc.● Think of your group Web page as a living design document for your project● More to come◆ Still in process of getting Web pages establishedApril 6, 2002 CSE 190 – Lecture 1 -- Introduction 14&ROODERUDWLRQDQG&RPSHWLWLRQ● Everyone is in this together● I want you to help each other out, even among groups◆ Especially solving bugs◆ Share code tips» E.g., this is how I created a frame buffer with these properties…◆ But not classes, modules, or files» Each group has to develop● How?◆ Discus Web discussion board» http://discus.ucsd.edu◆ Email (there will be a class list)◆ In the lab8April 6, 2002 CSE 190 – Lecture 1 -- Introduction 15*UDGLQJ● A non-goal of the course is to have you worry about grades◆ Everyone can get an A in the class…◆ …as long as you contribute● We will be meeting with each group weekly◆ Craig and I will be able to determine whether you are a functioning and contributing group memberApril 6, 2002 CSE 190 – Lecture 1 -- Introduction 16*URXSV● Form groups of 6◆ Choose team members» Primary constraint: Need graphics people on each group◆ Choose a team name◆ Choose a team representative9April 6, 2002 CSE 190 – Lecture 1 -- Introduction 17)RU1H[W7LPH«● Meet with your groups● Start discussing what you want your project to


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UCSD CSE 190 - Introduction

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