PC Amusement Improvement

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Nintendo 64 - 1996. 94MHz R4300 64bit CPU. Reality Co-Processor SGI ... Nintendo Wii - 2006. 729MHz PowerPC. 88MB RAM. The Evolution of Game Hardware. The PC ...

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PC Game Development Dr. Scott Schaefer

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Course Information Instructor: Dr. Schaefer Office: HRBB 527B Office Hours: by arrangement Website: http://courses.cs.tamu.edu/schaefer/489_Spring2009

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Grading Website: 5% Proposal: 10% Status Reports/Presentations: 5% (6 add up to) Final Report/Presentation: 10% Final Project: 30% Originality, culmination of turning points, clean, trouble Participation: 10%

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The Course Project Build a group Tell me your colleagues ASAP If you can't discover a gathering, I'll Build an amusement Settle on a diversion thought (1/26) Website (1/30) Formal Game Proposal/Design (1/30) Progress Reports/Presentations (like clockwork) Final Report/Presentation (5/12)

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Building a Team Games are comprised of heaps of zones of CS Graphics, organizing, AI, material science, and so on… Consider building a various group Come up with a name I'd like gatherings framed by 1/23!!! Begin after this address

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Game Ideas Think little You don't have Experience Years of time Millions of dollars …

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Game Ideas Try to do one thing admirably Good illustrations/movement Cool material science Excellent sounds Clever riddles Don't make a fair showing with regards to in all that One of all that You won't outline many levels

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Game Website Create a site for your amusement (send me the URL) Team name/individuals Description of diversion Proposal connect Status reports Final report Download for conclusive diversion

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Game Proposal Description of amusement Unique components of diversion Screen mockups? Improvement plan Functional least (I expect the base done before Spring break) Low target Desirable target High target State will's identity in charge of every part

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Proposal Presentation 10 minutes: 1/30 Describe your diversion State what's special about your amusement Development plan

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Progress Reports (Group) Every two weeks (2/11,2/25,3/11,4/1,4/15,4/29) State work done over recent weeks Describe troubles experienced Oral presentation to class

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Progress Reports (Individual) Send in an email to me Assign a rate push to every colleague Describe what YOU think every colleague did in the course of recent weeks (counting yourself) RMS of scores will make up some portion of your investment review

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Final Report (Group) Due on date of last test of the year (5/12) Describe what went right what turned out badly what changes if any you made to your unique outline and why what you would have done had you additional time Oral presentation showing last amusement

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Final Report (Individual) Send in an email to me Assign a rate push to every colleague including yourself Write a defense for your assignments RMS of scores will make up a portion of your interest grade

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The Evolution of Game Hardware Atari 2600 - 1977 1.18MHz 6507 128 bytes RAM 4KB ROM Atari 5200 - 1982 (incompatible cartridge with 2600) 1.8MHz 6502 16KB RAM

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The Evolution of Game Hardware Nintendo Entertainment System - 1985 1.79MHz 256x240 pixels 2KB RAM Mario Bros!

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The Evolution of Game Hardware Sega Genesis - 1988 7.6MHz 64KB RAM Game Boy - 1989 8-bit 4.2 MHz 8KB RAM Tetris!

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The Evolution of Game Hardware Super NES - 1990 3.58Mhz 65C816 16bit CPU 128KB RAM Playstation - 1994 34 MHz R3900 32bit CPU 2MB RAM (CPU), 1MB RAM (Video) Nintendo 64 - 1996 94MHz R4300 64bit CPU Reality Co-Processor – SGI 4MB RAM

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The Evolution of Game Hardware Playstation2 - 2000 295MHz R12000 CPU 32MB RAM XBox - 2001 733MHz Celeron 64MB RAM nVidia GeForce4 GameCube - 2001 485MHz PowerPC 43MB RAM

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The Evolution of Game Hardware Playstation3 - 2006 3.2GHz Cell CPU 256MB RAM + 256MB Video RAM XBox360 - 2005 3.2GHz PowerPC 512MB RAM Nintendo Wii - 2006 729MHz PowerPC 88MB RAM

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The Evolution of Game Hardware The PC Different processors Different GPUs Different sums of RAM

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Action 1 st Person Shooter Sports Fighting Puzzle Racing Role-Playing Game Genres

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