[gameprogrammer] Re: 18 hours

For me getting the basics has easy. I mean
knowing about matrices, vectores and so on.

While at the university when I got to learn
CG, I had already finished all our required
math courses.

Now getting behind the basics into things like
lighting or object deformation. That was the
hard part for me.

I guess it is easy to know how to do math operations. The
problem is figuring out what those operations mean when
translated to colors in the screen.


Cheers,
Paulo

PS: There is an article from Bob in a special
issue of the software 2.0 german magazine about
gamme programming. Nice article.

Citando Bob Pendleton <bob@xxxxxxxxxxxxx>:

> 
> Some time this year I will be trying to teach the basics of 3D graphics
> for game programmers in 6 classes of 3 hours each. It has been a looong
> time since I learned 3D graphics and so I only vaguely remember what was
> hard to learn and what was not. The assumption is that the students know
> how to program in C/C++, but there is no math requirement and no
> graphics requirement. I have a few other lectures that I plan to use to
> cover the basics of graphics hardware and I concepts such as a pixel and
> a surface and so on. 
> 
> What I would like to hear from you is what you, as game programmers,
> would want to learn. What do you think are key concepts. What was hard
> for you to learn, and so on. You could help me a lot by telling me about
> your experiences learning 3D graphics. 
> 
> Oh, yeah... before I forget. What are the books and websites that helped
> you the most? I tend to stick to Foley & van Dam "Computer Graphics,
> Principles and Applications". But, I have had complaints from students
> about using that book. 
> 
> Putting this all together will not only help me with my class, but it
> should (might) help all of us and future programmers learn the material
> in a way that is relevant to game programming.
> 
> 
>               Bob Pendleton
> 
> 
> 
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> 
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