VALLIAMMAI ENGINEERING COLLEGE

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1 SRM Nagar, Kattankulathur 60 0 DEPARTMENT OF COMPUTER APPLICATIONS IV SEMESTER MC00 Game Programming Regulation 0 Academic Year 06 Prepared by Mr. R. Prince Jeyaseelan James, Assistant Professor / MCA

2 UNIT I D GRAPHICS FOR GAME PROGRAMMING Coordinate Systems, Ray Tracing, Modeling in Game Production, Vertex Processing, Rasterization, Fragment Processing and Output Merging, Illumination and Shaders, Parametric Curves and Surfaces, Shader Models, Image Texturing, Bump Mapping, Advanced Texturing, Character Animation, Physics-based Simulation PART A Q.No. Questions BT Level Competence List the different types of coordinate systems. What is ray tracing? Mention some applications of ray tracing. Discuss the stages involved in game development process. How model export and import is carried out in game modeling? 5 Outline the role of rendering pipeline in GPU? 6 Identify the substages of rasterization Analyzing What is the impact of fragment processing stage? Examine the significance of RGBAZ segment. Analyzing How the perceived color of a surface point is defined in Phong lighting model? Assess the disadvantage in this model. 0 Write notes on vertex shader. Categorize the various shading languages. Compare polygon mesh with parametric curves and surfaces. Analyzing Define bilinear patch. Highlight the features of Shader Model. What do you mean by texture addressing mode? 5 Write short notes on bump mapping? 6 Classify the various algorithms which use textures for more realistic shading. What is deferred shading? Explain keyframe animation. What is the need of physics based simulation in game programming? 0 Define impulse. PART B (i) Describe how the points of intersection where a ray strikes an object can be found? () (ii) How to alter the path of a ray when it strikes a reflective or refractive surface? (6) (i) Write notes on the polygon mesh representation. (6) (ii) Describe how a polygon mesh is created and represented in the vertex buffer. ()

3 5 6 0 (i) Brief the stages of rendering pipeline. () (ii) Explain how vertex transformation is done and briefly show how a vertex can be lit? () Explain the following: (i) Clipping () (ii) Perspective Division () (iii) Back-face Culling () (iv) Viewport Transform () (v) Scan Conversion () (i) Explain texture coordinates and surface parameterization. () (ii) How texel address is computed from texture coordinates? (6) Describe the following terms in Phong Lighting Model: (i) Diffuse Reflection () (ii) Specular Reflection () (iii) Ambient Reflection () (iv) Emissive Light () (i) Compare and contrast per-vertex lighting and perfragment lighting. () (ii) Discuss the following algorithms of global illumination: (a) Ray Tracing (5) (b) Radiosity (5) State the following parametric curves: (i) Bezier Curves () (ii) Hermite Curve and Catmull-Rom Spline (6) Examine the functionalities of stages evolved in the various shader models. () Predict how the following is useful in increasing the visual realism of the D scene: (i) Texture Addressing Mode () (ii) Texture Filtering () (iii) Mipmapping () (iv) Anisotropic Filtering () Analyze the following algorithms of bump mapping: (i) Normal Mapping (6) (ii) Tangent-space Normal Mapping () Assess the following representative algorithms of realistic shading: (i) Environment Mapping (5) (ii) Light Mapping () (iii) Shadow Mapping (5) Explain: (i) Ambient Occlusion () Analyzing Analyzing Analyzing

4 (ii) Deferred Shading (6) Illustrate how the following methods can be adopted to carry out physics-based simulation: (i) Penalty Method (6) (ii) Impulse Method () PART C (i) Determine the major steps involved in game production pipeline. Also state why it is called a pipeline? () (ii) Assess the primary responsibilities carried out in game production pipeline. () Devise how the following is useful in representing the opacity and depth values of the fragment program: (i) Z-Buffering, (5) (ii) Alpha Blending and (5) (iii) Z-Culling (5) Verify how the following are used to construct Bezier surfaces: (i) Bilinear Patch () (ii) Biquadratic Bezier Patch () (iii) Bicubic Bezier Patch () (iv) Bezier Triangle () Propose the fundamental algorithms upon which various state-of-the-art techniques can be built to control human character animation. (5) UNIT II GAME DESIGN PRINCIPLES Character development, Story Telling, Narration, Game Balancing, Core mechanics, Principles of level design, Genres of Games, Collision Detection, Game Logic, Game AI, Path Finding PART A Q.No. Questions BT Level Competence List the characteristics of game characters. Why relating the characters in game programming is important? Discuss the pros and cons of linear stories. Define granularity in the context of game programming. 5 What are the emotional limits of nonlinear stories? 6 What is the primary function of game narration? How to balance between difficulty and ability of game players? Suggest few ways to fine-tune the game efficiency. What are the different components that define how your game works? Analyzing 0 Examine the relationship between economy and game designing time.

5 Explain the level design process. What are the pitfalls of level design? Analyzing What are action games? Analyzing Outline the advantages of online games. 5 Discuss the features of simulation games. 6 What is collision detection and collision resolution? How collision detection algorithms are implemented? What is a role-playing game? Define game AI. 0 What is pathfinding? PART B (i) Discuss the goals of character design. () (ii) Explain the visual appearances of characters in games. (6) (i) Why stories play an important role in games? (6) (ii) Define Dramatic Tension and Gameplay Tension and discuss their role in entertaining the game player. () Explain the following: (i) Role of narrative () (ii) Commonly used narrative blocks (5) Analyzing (iii) Balancing narrative and gameplay () Devise the relationship between storytelling engine and user interface. () 5 (i) What is a balanced game? Explain. (6) (ii) Why to avoid dominant strategies? Discuss. () (i) What are core mechanics? How to turn rules into core 6 mechanics? () (ii) Why to avoid dominant strategies? Discuss. (6) Explain the following: (i) Core mechanics and gameplay. (6) Analyzing (ii) Core mechanics design. () Describe how the different layouts significantly affect the player s perception in games. () Examine the various categories of game genres with illustrations. () 0 Describe in detail how collision detection algorithms are categorized. () Explain the following: (i) Bounding volumes and their hierarchy. (6) Analyzing (ii) Triangle-triangle intersection. () Examine with illustrations the various steps involved in game creation. () Determine how artificial intelligence plays a major role in

6 game programming. () (i) Write short notes on pathfinding. (6) (ii) Explain the different solutions to pathfinding. () PART C Design the various attributes of character depth and game audio. (5) (i) Assess how to understand and control positive feedback? () (ii) Comment on the two undesirable qualities of unbalanced games. () Devise the following key design principles: (i) Universal level design principles () (ii) Genre-specific level design principles () (i) Determine the pseudodistance function method of separating axes. () (ii) Assess how to design a pseudodistance-based iterative method for determining the first time of contact between two objects. () UNIT III GAMING ENGINE DESIGN Renderers, Software Rendering, Hardware Rendering, and Controller based animation, Spatial Sorting, Level of detail, collision detection, standard objects, and physics PART A Q.No. Questions BT Level Competence What is rendering? Give example. Compare software rendering and hardware rendering. What is the use of frame buffer? Explain texture sampling. 5 Examine the purpose of VRAM in the graphics card. Analyzing 6 What do you mean by vertex morphing? What do you think about kinematics? Assess the importance of particle systems. Why geometric sorting is preferred? 0 What is a portal? Write notes on user-defined maps. Examine geometric level of design. What is popping effect? State the disadvantage in infinite level of detail. 5 What are terrains? Analyzing 6 What happens when objects moving with constant linear velocity collide? Discuss collision detection for convex polyhedra. How to find collision between moving objects? What does a physics engine do? Analyzing

7 0 How to model deformable bodies? PART B Describe software rendering with suitable examples. () Explain hardware rendering in detail. () Write short notes on the following: (i) Pixel shaders () (ii) Stencil bufffering (6) Describe how positions, orientations and scales are interpolated using keyframe animation. () 5 Examine how vertex morphing is implemented in controller-based animation. () 6 How numerical methods attempt to provide solutions to inverse kinematics? () Explain: (i) Binary Space Partitioning Tree Construction (6) (ii) Binary Space Partitioning Tree Usage () Describe the following: (i) Node-based sorting () (ii) Occlusion culling (6) Briefly explain: (i) Sprites () (ii) Billboards (6) 0 Examine the algorithms of continuous level of detail. () Analyzing Explain how linear component D objects can be represented and manipulated in the game engine. () Assess the following quadric surfaces: (i) Spheres () (ii) Ellipsoids () (iii)cylinders () (iv) Cones () Explain how physical simulation of particle systems is supported by the physics engine. () Analyzing Explain mass-spring systems in detail with example. () Analyzing PART C (i) Assess the significance of rendering in game programming. (5) (ii) State the reasons why software rendering is considered important than hardware rendering? (0) (i) How keyframe compression reduces the memory usage to store the samples? () (ii) How skinning is helpful in providing a smooth animation? () Assess the following:

8 (i) Planar Components () (ii) Boxex () (iii)sphere-swept volumes () Devise the steps to create a general physics engine that handles interacting bodies. (5) UNIT IV GAMING PLATFORMS AND FRAMEWORKS Flash, DirectX, OpenGL, Java, Python, XNA with Visual Studio, Mobile Gaming for the Android, ios, Game engines - Adventure Game Studio, DXStudio, Unity PART A Q.No. Questions BT Level Competence What is a gaming platform? How to embed flash in HTML? Give an example that illustrates polymorphism in Flash script. How do you know if DirectX is using hardware acceleration or software rendering? 5 What is the use of DirectX? 6 What is OpenGL? Give Brief introduction about it. Give the main advantages that OpenGL have over Microsoft s proprietary DirectD. Analyzing Examine the use of Java multithreading in game development. Explain the package support provided by Java for gaming. 0 What is XNA? Define cross platform. Write short notes on gaming consoles. Identify the different operating systems for smart phones. Analyzing Mention some of the game repositories. Analyzing 5 State the purpose of integrated development environment in game development. 6 How mobile gaming for Android can be developed? Why ios is considered as secured? What are game engines? Why Adventure Game Studio mostly suits adventure games? 0 What are open source game platforms? PART B What kind of games can Flash be used for effectively? Explain. () Explain how DirectX is used to create windows based games. () Analyzing Describe the steps involved in creating a simple OpenGL

9 game application. () Examine how Java can be used to develop D games. Write short notes on the games developed using Java. () 5 How to make games with Python? Explain the Python support for games and mention some famous games written Analyzing in Python. () 6 Describe the Microsoft XNA game studio IDE for building video games. () Assess how the Android Studio IDE provides the fastest tools for building game applications. () Describe the unique features of ios user interface. Discuss the security aspects of ios in game programming. () Write short notes on the various game repositories. () 0 Determine and explain the different video game consoles with examples. () Explain in detail the various characteristics of game engines. () What are adventure games? How to create graphical pointand-click adventure games using Adventure Game Studio? () Explain the following features of DX Studio: (i) D Graphics Technology () Analyzing (ii) Gaming with rapid application development tools (6) (i) Discuss the cross platform support extended by Unity game engine. (6) (ii) How Unity game engine is used to develop video games for different gaming consoles? () PART C Assess the salient features and limitations of the various gaming platforms. (5) Explain in detail the different gaming platforms with the list of popular games developed in each gaming platform. (5) Create a simple game in any of the gaming platform and explain. (5) Compare and contrast Adventure Game Studio, DX Studio and Unity gaming engines. (5) UNIT V GAME DEVELOPMENT Developing D and D interactive games using OpenGL, DirectX Isometric and Tile Based Games, Puzzle games, Single Player games, Multi-Player games. PART A Q.No. Questions BT Level Competence What is DirectX programming? Why DirectX relies on Windows?

10 What does the component DirectPlay provide? What is DirectD? 5 Write notes on game loop. 6 What is an interactive game? Name any four interactive games. Differentiate D and D interactive games. Analyzing Compare OpenGL and DirectX. 0 What is the role of OpenGL in developing interactive games? Define isometric games. What are tile-based games? How DirectX is used to develop isometric and tile-based games? What do you mean by puzzle games? 5 Mention some of the popular puzzle games. 6 Write notes on single player games. Give examples for single player games. What do you think of multi-player games? Identify the famous multi-player games in real world. Analyzing 0 Differentiate single player and multi-player games. Analyzing PART B Describe elaborately the primary components of DirectX with a block diagram. () Devise the steps involved in creating a simple DirectX graphics program. () Explain the following: (i) DirectD (6) (ii) Jamming with DirectX audio () Describe how to draw animated sprites and transparent sprites using DirectX programming. () 5 Explain elaborately the D graphics fundamentals of DirectX programming. () 6 Examine the steps used to develop a D interactive game using OpenGL. () How to create a D interactive game with OpenGL. Assess in detail the process of developing the game. () Analyze how DirectX is helpful in the making of a D interactive game. Explain. () Analyzing What is the procedure to develop a D interactive game in DirectX? Give a detailed explanation. () 0 Explain isometric games with an example. () Analyzing Examine the process of developing tile-based games with the help of DirectX. ()

11 Explain puzzle games in detail with an example. () Analyzing Describe the process of evaluating the player capability and game efficiency in single-player games. () Explain multi-player games and discuss the steps used to create a multi-player game. () PART C Design a paddle game and construct the steps in developing the paddle game. (5) Assess how a puzzle game can be developed with an example. (5) Design a D version of a ball-and-paddle game and explain the steps in detail. (5) Determine and explain the drawbacks of single player games with proper illustrations. (5)

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