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        <title>public:t-gede-13-1:lab1</title>
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        <description>LAB1: Ogre Startup Sequence

This lab is based on chapter 9 “The Ogre 3D Startup Sequence” from the book “Ogre 3D 1.7 - Beginner's Guide” by Felix Kerger, which will be given to you as a hand-out at the beginning of the lab class. But before you can start on the steps in the chapter, you will need to properly set up your development environment, this is covered below.</description>
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        <description>LAB2: Applying Math

This lab is to some extent based on Chapter 4 in the textbook, in particular sections 4.2.1 “Points and Cartesian Coordinates” and 4.2.4 “Vector Operations”. 

Discussion

Discussion thread for this lab is here: Lab 2 Discussion Thread

Goal

There are two main parts to this lab. In the first part, which has you thinking about coordinate systems, you create an animation effect that spins an object along a cylindrical path. In the second part, which focuses on vector operatio…</description>
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        <description>LAB3: Resources

This lab is only losely based on Chapter 6 on resource management in the text book. The focus here is on being able to create a new resource (a 3d model) and bringing it into an Ogre 3D scene.  

Discussion

Discussion thread for this lab is here:</description>
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        <description>LAB4: Human Interface Devices

This lab is only losely based on Chapter 8 on human interface devices in the text book. The focus here is on being able to control the on-screen character with a specialized game interface device.  

Discussion

Discussion thread for this lab is here:</description>
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        <description>LAB5: Scene Graph

This lab is based on “Chapter 6: Scene Managers” in the book “Ogre 3d 1.7 Beginner's Guide” by Felix Kerger. 

Discussion

Discussion thread for this lab is here: Lab 5 Discussion Thread

Goal

The primary goal of this lab is to see how the representation of geometry in a scene can affect rendering performance. In particular, a scene where everything is represented as a movable object can get super heavy. Instead, you can</description>
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        <dc:date>2024-04-29T13:33:28+00:00</dc:date>
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        <description>LAB6: Programmable Shaders

This lab is based on a variety of sources, including the Ogre Shaders Wiki. 

Discussion

Discussion thread for this lab is here: Lab 6 Discussion Thread

Goal

The goal of this lab is to understand how you can upload and execute simple shader programs on the GPU. Those programs will be associated with Ogre materials that you can assign to objects in a scene.</description>
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        <description>LAB7: Collision and Physics (Part A)

This lab, part A in particular, is heavily based on an Ogre physics example provided by Nikhilesh Sigatapu. Nikhilesh created a thin Bullet Physics Simulation wrapper for Ogre, which makes setting up physical objects very straight-forward. This wrapper is called</description>
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        <description>T-637-GEDE, Game Engine Architecture, Spring 2013

Basic Info

	*  Instructor:  Hannes Högni Vilhjálmsson 
	*  Contact:  Office in Venus floor 2, telephone 559-6323, and email hannes[ ]ru.is (open office hours)
	*  Theory/Lectures:  Thursdays 14:55-16:30 (M120)
	*  Practical/Labs:</description>
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        <description>Game Engine Demo Presentation

Due: Tuesday February 12th 

Deliverables: Live demonstration of an interactive game environment you have created + documentation of what you did 

Group size: 1-3 people

Part of grade: 10%

Goal

This project is to ensure that you take a close look at an existing game engine and the tools that come with it. The main idea is that you become familiar with some of the features provided and get a hands-on experience with creating a game with the engine. If you are us…</description>
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        <description>Final Project

Group Size: 1-3 people

Deliverables: Working “tech demo” (shown live, but submitted as video), short presentation and a 3-4 page report

Judged on: Technical quality, originality/creativity, amount of effort, delivery of demo and presentation, clarity and completeness of report</description>
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