DocumentCode :
548407
Title :
A game programming course
Author :
Henno, J. ; Jaakkola, H. ; Linna, P.
Author_Institution :
Tallinn Univ. of Technol., Tallinn, Estonia
fYear :
2011
fDate :
23-27 May 2011
Firstpage :
1156
Lastpage :
1159
Abstract :
Game programming is the easiest way for students to start their own independent business. Game Programming requires besides programming skills also lot of math and physics. Balls and bullets fly, collide with other game objects, cars race and skid on street corners (often surpassing the real world laws), rockets are fired, lot of explosions (the more the merrier!) - all this is described in the game program using math and physics laws, vectors and matrices. More and more of game content is created procedurally. And everything should look cool on screen, appear quickly. In a game program there is no place e.g. to start solving differential equations, therefore in games are often used approximate methods which differ from traditional ones. This al l should be taught in a game programming course.
Keywords :
approximation theory; computer games; differential equations; inference mechanisms; approximation method; bullet collision; car race; differential equation; game content; game object; game programming course; math law; physics law; street corner; Animation; Games; Physics; Programming; Three dimensional displays; Visualization;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
MIPRO, 2011 Proceedings of the 34th International Convention
Conference_Location :
Opatija
Print_ISBN :
978-1-4577-0996-8
Type :
conf
Filename :
5967230
Link To Document :
بازگشت