“Let’s Make a Tennis Game! – Introduction To Game Programming” by Hirayama and Saito – ACM SIGGRAPH HISTORY ARCHIVES

“Let’s Make a Tennis Game! – Introduction To Game Programming” by Hirayama and Saito

  • ©

Conference:


Type(s):


Title:

    Let's Make a Tennis Game! - Introduction To Game Programming

Presenter(s)/Author(s):



Abstract:


    In recent years, games have become more sophisticated and demanding, with high-level technologies such as AI, physics, and graphics. At the same time, the knowledge required to be a game programmer is becoming increasingly unclear. This course attempts to clarify this situation by guiding non-game programmers through the development process for a simple tennis game and providing an overview of game-programming concepts.

    The course begins with a 2D game requiring minimal preliminary knowledge and then adds more advanced elements such as 3D CG, audio, effects, interface, cameras, and shaders. The shader section of the course covers the graphics-engine architecture required to speed up the rendering without sacrificing the look by taking advantage of the game design. The same idea was used in Virtua Tennis 3.

    This course is unique in that it focuses on the process of development by adding elements one by one, rather than explaining elements of a finished game separately. Attendees learn how a game gets closer to its complete form step by step, assuring that a game can be developed by one person, provided its scale is small enough.


Additional Information:


    Prerequisites

    A fair amount of experience in playing computer games and programming and code-reading skills in C++ (or C#, Java). The mathematics of 3D CG and knowledge of DirectX/OpenGL APIs are helpful but not necessary.


PDF:



ACM Digital Library Publication:



Overview Page:



Submit a story:

If you would like to submit a story about this presentation, please contact us: historyarchives@siggraph.org