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