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Building on:
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Games Programming
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Graphics
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Object-Oriented Programming
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Game Engine Architectures
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Practice-led
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lectures will introduce concepts, techniques, things to think about
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effective learning will require lots of programming engagement
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There are many "advanced graphics" techniques, you’ll be expected to read and research about them for your needs
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Ask questions, query norms
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Discuss with each other
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Constructive Critique
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Critique my code too
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Two assignments
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Assignment 1 = 60% weight
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Assignment 2 = 40% weight
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More technical showcase than complete game
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Space for personal expression and portfolio
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You’ll need to go beyond the taught content for high marks
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this is MComp level - self-study/research is expected
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Demonstrating various Advanced Graphics Techniques
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Demonstrating good performance characteristics
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retarget onto another platform
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WebGL
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Android
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iOS
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RaspberryPi
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considerations of the new platform
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good code practice
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single source
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Sequences of exercises/tutorials
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Developing the skills you’ll integrate together for your assignments
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You can (should) start the first assignment soon
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Embedded through out
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C++, libraries, engines and other languages
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Modern C++
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Efficiency
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Good Programming Practice
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Software Engineering Best Practices, e.g.
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Versioning
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Reading Documentation
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SDL2 (required)
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Windowing
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GL context
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input handling
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SDL2_image
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image loading
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SDL2_ttf
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text
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Assimp
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model loading
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We’ll cover a variety of Advanced Graphics aspects
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rendering techniques
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non-PC targets
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associate tools/skills
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issues related to time
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fps, deadlines
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latency, jitter
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measuring time
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"hard real-time"
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OpenGL SuperBible - at least 2014 edition (physical copies in the library)
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Game engine architecture - Jason Gregory 2014
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OpenGL ES 3.0 programming guide Check reading list on Blackboard for complete list