15-466/666: Computer Game Programming (original) (raw)
Computer Game Programming (Fall, 2019)
Tuesdays and Thursdays 10:30-11:50 in GHC 4101
Taught by Jim McCann (Office Hours in Smith Hall 229, Wednesdays 13:00-14:00 and by appointment) with TA help from Yixin He (Office hours in Smith Hall Second Floor Common Area, Fridays 13:30-15:00 and by appointment).
We use Piazza for discussion and announcements.
Course Goals
Computer Game Programming will help you build the programming skills needed to turn ideas into games. This means we'll be covering both runtime systems and the asset pipelines to fuel them, along with some game-design exercises (with an eye to thrifty code).
The philosophy of this course is to learn by building games, from (nearly) the ground up -- this means lots of C++ and OpenGL hacking, a smattering of scripting (shell, python, javascript, lua), and a lot of documentation-reading. You do not need to be an expert in any of these things, but it would help if you are familiar with C++ and the modern OpenGL (3.3+) API.
Previous years with similar content:Game Programming '18,Game Programming '17,Game Programming '09.
Final Games
These are the final games made in this class:
Work
Students will be graded out of 20 + 3_N_ + 0.5_D_ points, divided as follows:
Points | Work |
---|---|
0.5_D_ | Attendance |
3_N_ | Small Games |
20 | Final Game |
Attendance will be recorded using small in-class activities. Small games will be assigned roughly weekly to highlight basic game-related functions. The Final Game will be larger undertaking by groups of 3-4.
There are no late days; however, there is enough slack in the grading to support completely missing one small game.
For anticipated absences, please contact the instructor at least two days in advance to arrange to receive a "via-e-mail" version of the day's in-class activity; additionally, there is enough slack in the grading to support unexpectedly missing two classes.
Life Advice
Being sick isn't fun.University health services is conveniently located and has flu vaccine available starting in September.
Mental health is an important aspect of physical health. CMU's CaPS services exist to help you manage your mental state.
If you have a disability and are registered with the Office of Disability Resources, I encourage you to use their online system to notify me of your accommodations and discuss your needs with me as early in the semester as possible. I will work with you to ensure that accommodations are provided as appropriate. If you suspect that you may have a disability and would benefit from accommodations but are not yet registered with the Office of Disability Resources, I encourage you to contact them at access@andrew.cmu.edu.
Don't Steal
Using other people's code or data without giving credit is a form of plagiarism. Plagiarism is an immoral activity that I take very seriously.If you plagiarize, you will fail the class, and I will do my best to make sure you are removed from CMU entirely.
All you need to do to avoid plagiarism is to make sure to give credit for the code and data you use in you project. Something as simple as the comment "//based on https://wiki.libsdl.org/SDL_CreateWindow
" can save your academic career from ruin.
Additionally, most human-created works are covered by copyright and thus subject to some sort of license agreement. Make sure that code and data you use has a license agreement compatible with this course. For example, I am unwilling to pay for a license for a library so I can compile your code, or sign a non-disclosure agreement so I can read it.
Work Together
This is a course that involves writing a lot of code. Please, by all means, work together!
- For all assignments, feel free to share code, as long as you understand the code you use, have permission to use the code, and give credit. (You still need to make different games than each-other.)
- For game1-game6 (not game0), you can work in group (up to 3) and turn in a single game. I will expect more of a group than an individual, and I will need to interview your group to ensure your contribution was equitable. Also, please don't work with the same people all the time.
Resources
The course does not have a textbook. However, there are several documents available on the internet that you may find useful:
- The OpenGL Specifications (of particular interest: OpenGL 3.3 and GLSL 3.30)
- SDL Documentation
- cppreference.com the slightly-better documentation wiki for modern C++
- Advances In Real-Time Rendering SIGGRAPH course notes covering advanced rendering techniques being used in games
- Blender API Documentation, useful when writing or modifying export scripts.
There are also some great, cross-platform content-creation tools that we will use in our asset pipelines:
- GIMP is a 2D raster graphics editor
- Inkscape is a 2D vector graphics editor
- Blender is a 3D modelling, animation, and rendering suite
- Audacity is a decent free sound editor
And some places to get free game assets:
- Kenney.nl has 2D and 3D assets, creative-commons licensed
- HDRI Haven has a great collection of free HDR images, perfect for image-based lighting
- Texture Haven has some nice-looking free PBR textures
- FreePD free, public domain music
- Incompetech royalty-free (but make sure you credit the author) music
- freesound various CC-licensed sound effects
Schedule
(NOTE: schedule subject to change.)
- August
- Start Aug. 27
Due Sep. 3 (before class) - Start Sep. 3
Due Sep. 10 (before class) - Start Sep. 10
Due Sep. 17 (before class) - Start Sep. 17
Due Sep. 24 (before class) - Start Sep. 24
Due Oct. 1 (before class) Start Oct. 1game5: SportsDue Oct. 8 (before class)- Start Oct. 8
Due Oct. 15 (before class) - Start Oct. 15
Due Oct. 29 (before class) - Start Oct. 29
Due Nov. 12 (before class) - Start Nov. 12
Due Nov. 26 (before class) - Start Nov. 26
Due Dec. 5 (before class) - T
2019
8-27
- Course intro
- The Big Picture
- Timing
- Write a Main Loop
- game0 Out
- R
2019
8-29
- Design Roll Call
- Stupid Code
- Base0 Code in Detail
- September
- T
2019
9-3
- Asset Pipelines
- Example: Sprites
- Bitmap Fonts
- Design a Bitmap Font Runtime
- game1 Out
- R
2019
9-5
- Petri Nets, Linear Logic, and Choices
- Write a Dialog Asset Pipeline
- T
2019
9-10
- Sound (Ableton's "Learning Synths")
- Design a Sound Preprocessor and Runtime
- game2 Out
- R
2019
9-12
- T
2019
9-17
- Transforms (mat4 toy; also: 15462, lecture 5-7; also: rotations)
- Scene Graphs
- Design a Scene Graph Runtime
- glm warm-up
- game3 Out
- R
2019
9-19
- Materials (BRDF toy)
- T
2019
9-24
- R
2019
9-26
- Spatial Data Structures
- October
- T
2019
10-1
- Network Communication
- State Synchronization
- Thin Client Main Loop
- R
2019
10-3
- Predict/Correct
- Do Ludum Dare this weekend for +1pt extra credit
- T
2019
10-8
- R
2019
10-10
- Light Loops and Deferred Rendering
- Post-processing effects
- T
2019
10-15
- Project Group Formation
- Continuous Integration Setup
- R
2019
10-17
- Behavior and Planning
- A* (interactive A* intro)
- Game Theory
- T
2019
10-22
- Image-Based Lighting (detailed notes, siggraph paper, example code)
- Light Probes
- R
2019
10-24
- Shadows (NVIDIA's soft shadows sample, stencil shadow toy)
- T
2019
10-29
- How To Playtest
- Playtesting Final Prototypes
- R
2019
10-31
- November
- T
2019
11-5
- R
2019
11-7
- Transparency (compositing digital images, sort fragments, modify blending, build depth layers)
- T
2019
11-12
- "Trade Show Demo" Class Feedback
- R
2019
11-14
- Profiling
- Bottlenecks
- T
2019
11-19
- R
2019
11-21
- ID Tech, Unreal, and Unity
- T
2019
11-26 - R
2019
11-28
- No Class: Thanksgiving Holiday Break
- December
- T
2019
12-3
- Distribution
- Press
- Stores (Steamworks Docs)
- R
2019
12-5
- Retrospective: Demo your Favorite Game
- F
2019
12-6
- Final Show: 5pm-6pm
- Design Docs Retrospective. Final Game Midpoint Demo Final Game: Final Due [11/29, Noon] Final Game Start polishing for Final Expo [4pm, 12/7]