Game Computing 2

Course Code

GAME 260

Academic Year

2016-2017

Following on from the concept of matrix transformations introduced in Game Computing 1, this course introduces Euler angles and quaternions to represent orientation in 3D. With these mathematic tools covered, the course progresses into practical applications in 3D game programming. These concepts include manipulating scene nodes, creating a virtual camera and testing for intersections. The topics in this course are reinforced using a professional, open source, 3D graphics engine.