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Graphics Programming with DirectX 9 - Module II





View Trailer: Low Quality (350kbps)
Level:
Intermediate
Instructor(s):
Adam Hoult & Gary Simmons
Time Blocks:
14 weeks
Credits:
Undergraduate / College Credit : 4
Continuing Education Units (CEUs) : 3
Professional Developer Hours (PDHs) : 30
Tuition:
$265.00 - Enroll Now
Click here to view free sample material for this course.


 
 
You may also like to consider some of our related course and event offerings:


3D Engine Programming Module I

3DS Max for Games Module I

Physics for Game Developers
 

Why should I take the DirectX9 Game Programming course?

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.

What are some of the topics we will study in this DirectX training course?

Your lab projects are going to become a lot more complex in this course because you are going to focus on scalable and robust geometry management and animation components. With this DirectX programming course, you will begin with a detailed discussion of standard mesh containers and progressive meshes. Once done, you will learn about the inner workings of both standard and hierarchical X files and the various ways they can be loaded, parsed, and ultimately used in your applications. A detailed analysis of the DirectX animation system follows and will include discussion of SRT keyframes, hand-rolled animation sets, and motion blending. From there you will progress to an examination of vertex blending, skeletal animation, and skinned meshes and develop a class that encapsulates all of the technology learned thus far. This will allow you to integrate complex animated characters into your application (and you'll also get a special bonus chapter on tree generation, animation, and rendering for beautifying your outdoor environments). The next step for you is the design and implementation of a sophisticated collision detection and response system that includes support for both static and dynamic environments and objects. The course concludes with the most detailed look at various spatial partitioning data structures that you will find anywhere. You will learn how to compile them, load them and use them to speed up collision queries and scene rendering.

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)
  • ..more..

  NB:For more detailed information on the topics covered by this course offering, please download and review the GP2 Lesson Plan.
(To view this PDF, you will need to ensure that you have installed the free Acrobat Reader 5.0 or above.)

Who should take the course?

If you have taken Module I in this series, you will certainly want to take this course to continue building on the knowledge base you have already established. Of course, anyone who would like to learn more about the inner-workings of DirectX Graphics 9.x or who wish to examine some very important core engine components will definitely benefit from the information we will cover, regardless of the platform they prefer to work with.

What are the prerequisites to understanding the course material?

Graphics Programming with DirectX 9 - Module I is a pre-requisite for this course.

What software do I need in order to take this course?

  • Microsoft Visual C++ 7.0 (2002 .NET) or higher
  • Microsoft DirectX 9.0c SDK





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