6 ECTS; 1º Ano, 2º Semestre, 30,0 T + 30,0 TP + 5,0 OT + 5,0 O
Distinguish between different types of games.
Apply identification and collision algorithms.
Using specific libraries in the development of an entertainment or virtual environment.
Prototyping a 2D game in a short period of time.
Identify and describe at least one 3D visibility algorithm.
PART I: VIDEO GAMES
Introduction to video games. Taxonomy of video games. Game design and amusement theory. Architecture of
game engines. Management and rendering of indoor and outdoor scenes. Body collision detection and physics
simulation. Artificial intelligence algorithms for games. Technology of networks in games.
PART II: VIRTUAL REALITY
Introduction to virtual environments. Human factors and human perception. Sensorial techniques and virtual
reality I/O devices. Gestual and tangible interfaces. Tracking systems. Network VR and 3D technologies for the
web. VRML, X3D and WebGL. Augmented reality systems. VR applications in education, medicine, science and
Continuous assessment: computer project
Final assessment: written exam
- Eberly, D. (2005). 3D Game Engine Architecture. London: Morgan Kaufmann Publishers
- Eberly, D. (2007). 3D Game Engine Design. London: Morgan Kaufmann Publishers
- Vince, J. (2004). Introduction to Virtual Reality. New York: Springer
Lectures and exercise-solving classes using new technologies. Lab lessons involving computer analysis and implementation.
Software used in class