The schedule is tentative. We will try to follow it, but allowances will be made if we progress too slow (or fast).
Week | Topics | Notes |
---|---|---|
1 | Intro to programming games. Definitions | |
2 | The game loop. Timelines. Measuring time | GEA chapter 7 |
3 | Collision detection. Basic shapes. AABB, circles, capsules. GJK | GEA chapter 12; RCD |
4 | GJK continued; swept shapes. Basic physics. Motion vectors, rotations. Impulses and energy | GEA chapter 12; RCD; GP |
5 | Finishing basic physics. Overview of game AI | GP, AI chapters 1 and 2 |
6 -- 7 | Finite State Machines | AI chapter 15 |
Legend: GEA is "Game Engine Architecture" by Jason Gregory. AI is "AI Game Engine Programming" by Brian Schwab. GP is "Game Physics" by David Eberly. RCD is "Real-Time Collision Detection" by Christer Ericson.