1. General Chemistry. 8 LECTURE COURSE. Dr. Wolfgang Schmitt. Room 2.03,
SNIAMS Building. E-mail: [email protected] further text books: Chemistry- the ...
Lecture PowerPoint to accompany. Robert F. Weaver ... Polypeptides have polarity as does DNA .... Differences Between Transcription and DNA Replication.
â¢Immune System Diversity. â¢Antibody Heavy Chain Coding Regions. â¢Model for Synthesis of Provirus DNA. â¢Ty Transcription. â¢Non-LTR Retrotransposons.
http://www.colorado.edu/physics/phys1230/ ... All course information can be
found on the class ... Read text and review notes before class; it will save you
time.
3 kilo k. 100 = 10. 2 hecto h. 10 = 10. 1 deka da. 0.1 = 10. -1 deci d. 0.01 = 10. -2
centi .... 385 yd x 3 ft/yd x 12 in/ft x 2.54 cm/in x 1 m/100 cm = 352 m. 41840 m ...
Systems and control basics: EE102, ENGR 105, ENGR 205. • Helpful ... Notes at
www.stanford.edu/class/ee392M/. – Posted ... Lecture 5 Digital Control. Lecture ...
1.1 Introduction. • Concepts: Java How to Program, 7th Edition. – Java Standard
Edition 6 (Java SE 6). – Sun Implementation - Java Development Kit - JDK 6.0.
EGN 3373: Principles of Electrical Engineering. Aims and Plan. Introduction to
the subject. Electric circuit variables. Electric circuit element: resistor.
Aiken CS 143 Lecture 1. 4. Text. • The Purple Dragon Book. • Aho, Lam, Sethi &.
Ullman. • Not required. – But a useful reference. Prof. Aiken CS 143 Lecture 1. 5.
300. Based on Frank Miller's graphic novel. Loosely based on history. 480 B.C.
Battle of Thermopylae. Spartans (300) vs Persians (170,000). What makes this ...
2 Tutorial Sheets. Prof. A. Zisserman ... Lecture 2 (AZ): Discrete optimization,
dynamic programming. • Lectures 3-6 ... http://www.nrbook.com/a/bookcpdf.php ...
5 Jan 2004 ... additional PDF with a list of corrections. Secondary reference (and an alternative
text): R. C. Dorf and R. H. Bishop,. “Modern Control Systems,” ...
Tube Settlers. ▫ Theoretically shallow basin should be effective in terms of
settling efficiency (short settling distance). ▫ Shallow, parallel tubes increase
surface ...
Aug 31, 2009 ... MAT 270: Security of Computers and. Their Data. Prof. ... Course materials: ▫ Text:
Principles of Information Security, 3rd Edition, by Michael.
Liu, Elements of Discrete Mathematics 2/e, McGraw-. Hill, 1998. 4. Richard
Johnsonbaugh, Discrete Mathematics 5/e,. Prentice Hall, 2001. 5. Rosen,
Discrete ...
Branches of Economics. Slide 2. ▫ Microeconomics is concerned with the study
of the choice problem faced by the economic agents: households and firms.
We will discuss and fundamental concepts of nuclear physics in class ... To
facilitate this you are required to read through the online lecture notes before
each ...
Regional School on Physics at the Nanoscale, Hanoi, 14-25 December 2009.
Lecture 1. Quantum Dots: Coulomb blockade, tunneling, cotunneling. Electron ...
The Unified Modeling Language (UML) is a ... The UML represents a collection of
best modeling .... Fowler, M., UML Distilled, 3rd Ed. Addison-Wesley, 2004.
Environmental Engineering Unit Operations ... unit operations in the physical and
chemical ... Geankoplis C.J. Transport Processes and Separation Process.
May 8, 2013 ... Course Overview and Expectations. 3. ... Course notes to be posted on class web
site. - It is the ... Land surveying and engineering works.
History of the problem (incomplete and perhaps biased) ... b. core/cusp problem
.... et al.1987. Palunas &. Williams 2000 better use HI, since it goes farther out ...
Computational and Mathematical Modeling of Neural Systems by P. Dayan & L.
Abbott. ➭ Recommended: Tutorial on Neural Systems Modelling by T. Anastasio.
Chemistry- the molecular nature of matter and change – Silberberg 3rd edition ...
P.M. Treichel, G.C. Weaver 6th edition, Thomson Books/Cole. Lecture 1 ...
PROBLEM: Decide whether each of the following process is primarily a physical
or a ...
First 3-4 weeks are spent preparing. — Labs to .... Avoid full-blown RPGs or real
-time-strategy games ... Games must be developed in XNA 4.0. — See website
... Need XNA 4.0 and Visual Studio 2010 ... Focus of the programmer game labs.
the
gamedesigninitiative at cornell university
Lecture 1:
Course Overview; Development Process
CS/INFO 3152: Game Design Single semester long game project Interdisciplinary teams of 4-6 people Design is entirely up to you
First 3-4 weeks are spent preparing Labs to develop basic game concepts Design activities to solidify your ideas Group activities to help you collaborate
Remainder of class spent on project 2
Introduction
the
gamedesigninitiative at cornell university
CS/INFO 3152: Game Design We provide a basic milestone schedule Today’s focus: the development process Deliverables every two weeks (after week 4) Details on course website: http://www.cs.cornell.edu/courses/cs3152
Games demonstrated at Showcase Like BOOM, open to the public Public reaction is part of your grade Submissions posted on the GDIAC website 3
Introduction
the
gamedesigninitiative at cornell university
Course Structure Lectures: Mondays, Wednesdays, Fridays Of general design and development interest Programming-specific around Spring Break Lecture notes posted on website (but incomplete!)
Communication Labs: Tuesday or Thursday Create documents and presentations Satisfies the technical writing requirement See schedule for exact dates 4
Introduction
the
gamedesigninitiative at cornell university
Course Structure Game Labs: First four Tuesdays Special labs for programming or design Complete according to your project role Only INFO has a choice; CS is programming only
Playtest Sessions: Alternate Tuesdays Submit a playable prototype every two weeks Others will playtest your prototype in class We will critique each other’s games 5
Introduction
the
gamedesigninitiative at cornell university
This course is a lot of work! Expect at least 10 hours/week outside of class Once the project “starts” in four weeks Typically bare minimum to finish game But if you do this, guaranteed at least a B
Includes
Does Not Include
Time working on game
5 days/week in class
Time writing documents
Time spent on readings
Time meeting with group 6
Introduction
the
gamedesigninitiative at cornell university
This course is a lot of work! Expect at least 10 hours/week outside of class Once the project “starts” in four weeks Typically bare minimum to finish game But if you do this, guaranteed at least a B
Includes
Does Not Include
Time working on game
5 days/week in class
Time writing documents
Time spent on readings
Time meeting with group 7
Introduction
the
gamedesigninitiative at cornell university
Project Groups This is a group-oriented course 4-6 person teams of diverse talents At least one ≥ 3110 programmer At least one visual designer/artist
Groups are assigned by the staff Taking your preferences into account Assignments complete by Wednesday Groups must be in the same section 8
Introduction
the
gamedesigninitiative at cornell university
Game Requirements Must be unique with innovative gameplay Avoid standard point & click adventures But can take elements from other games Example: platformer + something new
Must be feasible in a semester Avoid full-blown RPGs or real-time-strategy games But can have basic elements of these games
Must have a single player mode 9
Introduction
the
gamedesigninitiative at cornell university
Game Requirements Games must be developed in XNA 4.0 See website for getting software via MSDNAA Need XNA 4.0 and Visual Studio 2010
All programmers must work in C# Very easy to pick up if you know Java Focus of the programmer game labs Help resources available on web page
See website for other requirements 10
Introduction
the
gamedesigninitiative at cornell university
Intellectual Property Your group retains all ownership You can commercialize it later You can make derivative works Individual ownership is your responsibility
But Cornell gets a non-exclusive license Non-commercial use of final version submitted We can post this version on our website We claim no other rights to your game 11
Introduction
the
gamedesigninitiative at cornell university
Grading Policy Mixture of group and individual grades Group grades are same for all group members Group game grade Technical writing Class presentations
(25%) (20%) (5%)
Individual grades distinguish group members Individual game grade Game Labs Attendance (at demos) 12
(25%) (20%) (5%) Introduction
the
gamedesigninitiative at cornell university
Game Grade Group grade reflects the game quality Grade
Criteria
A
Bug-free, Fun-to-play
B
Complete and playable
C
Complete but unplayable
D/F
Serious delinquencies
Individual grade represents contribution Grade > Group
Visionary, group MVP
= Group
Good attitude, hard worker
< Group
Produce negative work
D/F
13
Criteria
Abandon the group
Introduction
the
gamedesigninitiative at cornell university
Software Development Design process Decide what game you want to make Create a specification of your design
Development process Implement your specification Test result to make sure it works
Release (yeah!) 14
Introduction
the
gamedesigninitiative at cornell university
The Traditional Model Document extensively; design to specification Design and documents done before coding starts Development follows a specified project timeline
A general software engineering model Often called the waterfall model Pre-Production
15
Design
Implement
Introduction
Test
Release
the
gamedesigninitiative at cornell university
Waterfall Model Pre-Production
Cannot start stage until previous step finished. Result: Lots of delays
Design
Implement
Test
Release
What if you discover the game is not fun? Result: Start Over? 16
Introduction
the
gamedesigninitiative at cornell university
The Iterative Model Cannot evaluate game without playing it first Iterate: Rethink design from intermediate results
Should be playing 20% into development! This requires prototypes (may be nondigital)
Design
Implement
Pre-Production
Release
Test
17
Introduction
the
gamedesigninitiative at cornell university
SCRUM & Agile Development Iterative model is called agile development The most popular agile method is SCRUM
Key (but not only) idea: SCRUM sprint Focus on a small, but testable deliverable 3-4 weeks in industry; 2 weeks in this class
Sprint Backlog: features left to implement Chosen to implement for this sprint Re-evaluate features at end of every sprint 18
Introduction
the
gamedesigninitiative at cornell university
SCRUM Sprint Product Backlog
Feature Release
Sprint Backlog
Sprint
Features at the end 19
Features this Sprint Introduction
the
gamedesigninitiative at cornell university
Milestones Suggestions for your sprint backlog Flexible enough to handle set-backs Can renegotiate if you get seriously behind Week 4 Week 6 Week 8 Week 10 Week 12 Week 14 Week 15 20
Documentation Major part of the development process Why course counts for technical writing Ensures group is always on “same page”
At every point of development Pre-production: concept document, gameplay Sprints: reports, architectural specification Release: game manual, post-mortem
Challenge is understanding your audience 21
Introduction
the
gamedesigninitiative at cornell university
Pre-Production Documentation Concept Document Describes the basic idea behind your game Communicate core vision without too many details Focus of Communication Lab next week Audience: a game publisher (to get funding)
Gameplay Specification Thorough overview of your gameplay Include formal design elements shown in class May change as part of your sprints! Audience: new team members (hired later) 22
Introduction
the
gamedesigninitiative at cornell university
Sprint Documentation Reports (every 2 weeks) Outlines the upcoming sprint (who does what) Reflects on previous sprint (did you meet goals?) You must be honest! Not graded on progress. Audience: your game producer
Architectural Specification Outline of your software organization Used to distribute tasks to programmers Audience: team programmers 23
Introduction
the
gamedesigninitiative at cornell university
Sprint Documentation Reports (every 2 weeks) Outlines the upcoming sprint (who does what) r e d a e meet goals?) L t Reflects on previous sprintro(did you c je P f o y t i You must be honest! l Not graded on progress. i b i s on p s e R your game producer Audience:
Architectural Specification
er m Outline of your software organization m a r g o r P d a e programmers Used to distribute tasks Lto f o y t i l i ib programmers s n Audience: team o esp R
24
Introduction
the
gamedesigninitiative at cornell university
Release Documentation Game Manual Concise description of gameplay Instructions on how to play the game Story, other material to improve the setting Audience: your players
Postmortem Honest reassessment of what happened What went right; what went wrong Audience: yourself (for next time…) 25