Lectures

Lecture 9: (10/4) WebGL and GLSL

by Mike Gleicher on October 3, 2012

What is WebGL (OpenGL/ES) GLSL vs. HLSL vs. Cg absolute minimum WebGL program 2011 GLSL https://pages.graphics.cs.wisc.edu/679-11/2011/10/10/lecture-10-10-11-shaders-and-shading/ (basically this outline) mainly links to first and second https://pages.graphics.cs.wisc.edu/679-11/2011/10/06/webgl-getting-started/ new first first http://graphics.cs.wisc.edu/Courses/Games11/WebGLTest/first.htm second http://graphics.cs.wisc.edu/Courses/Games11/WebGLTest/second.html GLSL Notes (starts with language, moves to Anti-Aliased Stripe, fancier shading) http://graphics.cs.wisc.edu/Courses/559-f2010/wiki/pub/Notes/11-22-GLSL.pdf Notes from old 559 lectures: http://graphics.cs.wisc.edu/Courses/559-f2010/wiki/pub/Notes/11-17-pipeline.pdf http://graphics.cs.wisc.edu/Courses/559-f2010/wiki/pub/Notes/11-19-Programming.pdf

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Lecture 8: (10/2) Game Design 101

by Mike Gleicher on October 3, 2012

David had Gagnon – 2012 – CS679 Game Design 101

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Lecture 7& 7b: (9/25&27) Game Graphics

by Mike Gleicher on September 24, 2012

Some background: Graphics Programming 2007 Using Graphics Hardware 2008 Game Graphics 2010 (1 page of general notes first) Game Graphics 2011 (Why) Few A3 – A4 is coming (and is sortof part of P1) Last time: why do we care about tech in Games This time: why do we care about graphics in Games, and […]

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Lecture 6: (9/20) Tech for Games (more efficiency stuff)

by Mike Gleicher on September 20, 2012

Last time: how to accelerate some things – but didn’t get to “concrete” Today: why to accelerate some things (and to use fancy tech in general) – but in the abstract Link: brainstorm about really practical things in efficiency (to be a little project related) Start: This is the games technologies class, is is a […]

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Lecture 5: (9/18) Flocking and Spatial Data Structures

by Mike Gleicher on September 16, 2012

Announcements Forum fixes Assignment 2 (critiques) Assignment 3 (graphics readings) Friday (show and tell) Steering Behaviors Each time, “steer” maintain velocity (if flying), or adjust change direction each agent does it independently (but can look at others) distributed model Different “Behaviors” wander goals potential field / vector fields align follow avoid collide prediction (go where […]

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Lecture 4: (9/13) Games and Flocking

by Mike Gleicher on September 13, 2012

Goals for today: What is a game? Basics of flocking (didn’t get to it last time) Basic of Games (your project must be a game) What is fun? What is play? What is a toy? (what is a good toy?) What is a game? What is a good game? Why do we care? don’t need […]

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Lecture 3 (9/11): Javascript Objects and Flocking

by Mike Gleicher on September 9, 2012

Goals for today: A little more about Javascript – specifically objects (since we didn’t get to it last time, and it came up in an unsatisfying way in lab) A little bit about flocking (since you can read more) Javascript Objects are weird Prototype/Delgation vs. Class/Inheritence But not really P/D And some weird functionalness thrown […]

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Topics for today: Version (source) control (DCS) – need for collaboration, need for tutorials Browser Ecosystem – what are the various tools, graphics libraries and things that go along with doing Javascript Javascript – a taste to get started Project 1: Pairs, Javascript, Canvas, Flocking, Game next time: what is flocking, time after that, what […]

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Notes on Lecture Notes

by Mike Gleicher on September 5, 2012

Posted here are my notes for giving the lectures. Usually, these are just my notes for myself – they may have no value for anyone else. I make them publically available just in case someone else finds something interesting.

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My thoughts on Javascript

by Mike Gleicher on September 3, 2012

The best parts of Javascript are the practical ones: runs everywhere easy to deploy no worry about getting the right libraries good performance (thanks to really clever compilers) lots of tools and helpers easy to glue stuff together great for handling media easy to make stuff look good – use web infrastructure don’t need to […]

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