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Advanced Game Design

ProTrain Online

Description

This 250+ hour, five-course pack includes a variety of advanced courses that cover high-level game mathematics theory, 3D graphics engine technologies, real-time physics programming, and core AI techniques for games. This is our largest training package and is a solid choice for advanced students who want to expand their horizons beyond their core training and begin branching out into other areas. This is the follow up program to the Video Game Development Foundations program.

  • 5 Textbooks (Downloadable version)
  • 50+ Hours Presentation (Recorded)
  • 44 Weeks of Live Instruction

Graphics Programming with DirectX 9 - Module II

Now that you have a good grasp of the basics after finishing Module I in this series, it is time to tackle more challenging subject matter. In this DirectX9 programming course you will start building a more robust set of 3D graphics technologies utilizing the features of the DirectX Graphics fixed-function pipeline as well as proprietary non-platform specific tools. Along the way you will implement a number of exciting core components for use in your games (dynamic scene hierarchies, animated game characters, beautiful trees, a powerful collision detection/response system, and much more) as well as some helpful tools to aid in the game design process. This is a very large course and covers these topics with a level of detail you simply will not find anywhere else. As such it is going to require a real commitment from you to want to develop the best possible engine you can.

After completing this DirectX9 programming course, you will have created a powerful set of foundation tools upon which to build. And this is exactly what you are going to do in a series of targeted workshops that walk you through the design and construction of your own real-time 3D game engine. Your final engine will include support for all of the features that are on display in modern games: global illumination models, vertex and pixel shaders, bump and environment mapping, real-time shadows, particle systems, and many other very advanced effects. So Module II is a firm pre-requisite for students who intend to continue with the engine and tools design workshops.

The topics discussed include:

  • The D3DX Mesh Containers
  • Progressive Meshes
  • Scene Hierarchies
  • Keyframe Animation
  • Indexed / Non-Indexed Vertex Blending
  • Software and Hardware Skinning Techniques
  • Skeletal Animation
  • Tree Animation and Rendering
  • X Files
  • Motion Blending
  • Collision Detection and Response
  • Quadtrees, Octrees, and kD-Trees
  • Binary Space Partitioning (BSP) Trees and Potential Visibility Sets (PVS)

Artificial Intelligence for Game Developers

This Artificial Intelligence Programming for Video Game Developers course primarily explores two of the most significant areas of game AI: decision making and environment navigation. Decision-making allows your artificial intelligence entities to appear to make intelligent choices about how they will interact with the world around them and how they will react to various events that take place in that world. This subject will be explored from the perspective of both individual entities as well as from the perspective of groups or "squads" of entities. You will also examine various ways that entities can intelligently navigate their environment. This allows the decisions they make to translate into realistic and coordinated movement through the game world.

The topics discussed include:

  • Decision Making
  • Grid Traversal and Search Algorithms
  • Pathfinding with A
  • Flocking Behaviors
  • Finite State Machines
  • Scripting
  • Squad Level Game AI
  • Waypoint Networks
  • AI Engine Integration

Game Mathematics

This course will introduce you to the fundamental mathematics used in the modern game engine development process. Combining key elements from the fields of geometry, trigonometry, and linear algebra, you will learn about the core game mathematics used by all game developers to make realistic computer games.

What will I learn if I take this course?

You will learn how to use mathematics to solve challenging problems in game development. The math for games lessons cover the following topics:

  • Set Theory and Functions
  • Polynomials
  • Trigonometry
  • Vector Mathematics
  • Matrix Mathematics
  • Quaternion Algebra
  • Linear Transformations
  • Analytic Geometry

Physics for Game Developers

By applying the laws of physics, you can realistically model nearly everything that bounces, flies, rolls, slides, or isn't sitting still. This allows you to create compelling, believable content for your computer games, simulations, and animation. If you want to enrich your games with physics-based realism, this course will provide you with an excellent starting point. The video game physics topics you will learn range from basic Newtonian physics to vehicle modeling to spring-mass systems.

What will I learn if I take this course?

Part one of Physics for Game Developers is a mechanics primer that reviews basic concepts and addresses aspects of rigid body dynamics, including kinematics, force, and kinetics. In part two you will apply these concepts to specific real-world problems, such as projectiles, boats, airplanes, and cars. Part three introduces real-time simulations and will show you how they apply to modern computer games.

The lessons cover the following topics:

  • The Principles of Newtonian Physics
  • Simulating Gravity
  • Simulating Friction
  • Modeling Acceleration and Velocity
  • Trajectories
  • Kinematics and Motion Control
  • Collision Detection and Response
  • Animation Technique

Outcomes

After completing this DirectX9 programming course, you will have created a powerful set of foundation tools upon which to build. And this is exactly what you are going to do in a series of targeted workshops that walk you through the design and construction of your own real-time 3D game engine. Your final engine will include support for all of the features that are on display in modern games: global illumination models, vertex and pixel shaders, bump and environment mapping, real-time shadows, particle systems, and many other very advanced effects. So Module II is a firm pre-requisite for students who intend to continue with the engine and tools design workshops.

Assessment

course quick facts
course code PRO1233
cost $1475.00
estimated time to
complete course
300 Hours
course materials
available
12 Months