Universität Wien
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052212 VU Gaming Technologies (2024W)

Continuous assessment of course work

Registration/Deregistration

Note: The time of your registration within the registration period has no effect on the allocation of places (no first come, first served).

Details

max. 25 participants
Language: English

Lecturers

Classes (iCal) - next class is marked with N

  • Thursday 03.10. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
  • Thursday 10.10. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
  • Thursday 17.10. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
  • Thursday 24.10. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
  • Thursday 31.10. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
  • Thursday 07.11. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
  • Thursday 14.11. 13:15 - 14:45 Seminarraum 3, Währinger Straße 29 1.UG
  • Thursday 14.11. 15:00 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
  • Thursday 21.11. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
  • Thursday 28.11. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
  • Thursday 05.12. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
  • Thursday 12.12. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
  • Thursday 09.01. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
  • Thursday 16.01. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG
  • Thursday 30.01. 13:15 - 16:30 PC-Unterrichtsraum 4, Währinger Straße 29 1.OG

Information

Aims, contents and method of the course

Basics of real-time physics engines and AI engines for computer games. Multiple tasks and the game project are implemented using a game engine.

Assessment and permitted materials

Multiple tasks, a written exam and a semester project. Presentation of the semester project is also an oral exam.

Minimum requirements and assessment criteria

Basic knowledge in programming. Final grading is computed according to:
--All individual tasks, the written exam and the semester project are graded
--Final grading is due to weighted sum S of gradings of tasks, written exam and game
--Individual tasks have an overall weight of 50%
--Written exam has a weight of 25%
--Final computer game has a weight of 25%, must be shown to instructor in person! Details of the game are part of an oral exam.

Grading of the computer game (max 25%)
-10% Usage and explanation of AI
-10% Usage and explanation of physics simulation
-5% Size, game idea.

--Positive ONLY if computer game works!
--Final grading due to weighted sum S:
S>90% : Sehr Gut (1)
S>80% : Gut (2)
S>70% : Befriedigend (3)
S>59% : Genügend (4)
S<60% Nicht Genügend (5)

Examination topics

Game physics: rigid body physics,, collision detection and response
Game AI: movement, path finding, decision making

Reading list

David H. Eberly, Game Physics, CRC Press; 2 edition (April 5, 2010)
Christer Ericson, Real-Time Collision Detection, CRC Press (December 22, 2004)
Ian Millington, AI for Games (3rd Edition), CRC Press, 2019

Association in the course directory

Module: GD2 GAT

Last modified: Tu 05.11.2024 07:45