URGENT - Looking for a lecturer
Hi Folks
Not sure if anyone here can help, For reasons i cannot go into, one of our lectures is unable to teach certain modules on our programme
http://london.sae.edu/en-gb/course/8603/...g_-_Degree
We are urgently looking for anyone interested in helping out and covering the following at our London Campus:
Here is the list of all the topics covered in Maths, and Games Programming 2. We are using OpenGL 1.1 graphics API for this except with shaders ( Games Programming 2 ) where a later version of OpenGL must be used ( we used OpenGL version 3 ).
Maths:
- 3D Collisions:
AABBs (Axis Aligned Bounding Boxes ).
Static AABB - AABB Intersections, Dynamic AABB Intersections.
Spheres and Capsules:
Dynamic Sphere - Sphere Intersection test,
Sphere - Capsule Intersections.
Object - Object Collisions:
Sweep and Prune, Voxel Grids.
Object - Scene Collisions:
Collision Meshes,
Capsule - Triangle Intersections.
Collision Response.
Spacial Data Structures:
Voxel Grids,
Octrees:
Capsule - Octant Intersections, ( Capsule - AABB Intersections ).
Line Segment - AABB Intersections
- View Frustum Culling (VFC):
Frustum Intersections:
Clip Space,
Point in Frustum space,
AABB - Frustum Intersections,
Sphere - Frustum Intersections.
Extracting Frustum Planes.
VFC and Octrees,
VFC and Scene Graphs,
- Picking:
Picking in OpenGL,
Calculating Line Segment,
Game Object Picking.
Line Segment to Triangle Intersections.
False Colour Test.
Reading the Z Buffer..
Games Programming 2:
- Timelines.
- Mixing 3D and 2D:
Alpha Blending, glBlendFunc
Turning off Z Buffer,
Canonical View Volume,
Drawing a HUD ( Heads Up Display ),
- Bitmap Fonts
- Shaders and OpenGL Extensions:
Getting Extensions from OpenGL and Using GLEW ( Extensions Library ).
Basics of Shaders ( Vertex Shaders, Fragment Shaders, etc... ),
Not sure if anyone here can help, For reasons i cannot go into, one of our lectures is unable to teach certain modules on our programme
http://london.sae.edu/en-gb/course/8603/...g_-_Degree
We are urgently looking for anyone interested in helping out and covering the following at our London Campus:
Here is the list of all the topics covered in Maths, and Games Programming 2. We are using OpenGL 1.1 graphics API for this except with shaders ( Games Programming 2 ) where a later version of OpenGL must be used ( we used OpenGL version 3 ).
Maths:
- 3D Collisions:
AABBs (Axis Aligned Bounding Boxes ).
Static AABB - AABB Intersections, Dynamic AABB Intersections.
Spheres and Capsules:
Dynamic Sphere - Sphere Intersection test,
Sphere - Capsule Intersections.
Object - Object Collisions:
Sweep and Prune, Voxel Grids.
Object - Scene Collisions:
Collision Meshes,
Capsule - Triangle Intersections.
Collision Response.
Spacial Data Structures:
Voxel Grids,
Octrees:
Capsule - Octant Intersections, ( Capsule - AABB Intersections ).
Line Segment - AABB Intersections
- View Frustum Culling (VFC):
Frustum Intersections:
Clip Space,
Point in Frustum space,
AABB - Frustum Intersections,
Sphere - Frustum Intersections.
Extracting Frustum Planes.
VFC and Octrees,
VFC and Scene Graphs,
- Picking:
Picking in OpenGL,
Calculating Line Segment,
Game Object Picking.
Line Segment to Triangle Intersections.
False Colour Test.
Reading the Z Buffer..
Games Programming 2:
- Timelines.
- Mixing 3D and 2D:
Alpha Blending, glBlendFunc
Turning off Z Buffer,
Canonical View Volume,
Drawing a HUD ( Heads Up Display ),
- Bitmap Fonts
- Shaders and OpenGL Extensions:
Getting Extensions from OpenGL and Using GLEW ( Extensions Library ).
Basics of Shaders ( Vertex Shaders, Fragment Shaders, etc... ),