• 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