Get a basic understanding of how to create two-dimensional (2-D) games in this eight-part webcast series. Matthew Mead is a computer science instructor at DigiPen Institute of Technology where he teaches courses in programming, data structures, and algorithms. Prior to joining DigiPen, Matthew spent 14 years developing software primarily for the educational software market.

Presenter: Matthew Mead , Computer Science Instructor, DigiPen Institute of Technology


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1. Overview of Game Development Process
Key Concepts:

Learn to write C# the fun way! In this introductory webcast we provide an overview of the topics covered throughout this webcast series. Beginning with an introduction to game programming concepts such as game loops and main game components, we then examine the basic elements of working within the Microsoft Visual C# programming environment. You will also have a chance to catch a glimpse of "Star Trooper" the game project we will build over the course of this series.

May 03, 2005 75 minutes

2. Basic Programming Concepts and Introduction to C#
Key Concepts:

You have already seen an overview of what will be covered, in this series, during the first webcast. Now we will provide you with a foundation of general programming concepts, as well as focusing on specific programming elements in Microsoft Visual C# Express Edition in the second webcast of this series. Topics being covered include variables, expressions, statements, operators, functions, flow control, classes, arrays, structures and C# types.

May 05, 2005 69 minutes

3. Overview of Game Elements
Key Concepts:

Building upon the basic programming concepts presented in the previous session, the third webcast in this series focuses on specific game issues including graphics, player input, sound and networking. The discussion covers elements such as 2D/3D graphics, vector versus bitmap graphics, the use of keyboards/mouse/force feedback, audio formats, 3D audio, networking protocols, multiplayer, and peer-to-peer versus client/server networking models.

May 10, 2005 78 minutes

4. Introduction to Sprites and Animation
Key Concepts:

After briefly touching on graphics in the previous webcast, the fourth webcast in this series will focus on a specific graphical element called "sprites." Many games utilize sprites for everything from characters to game meters. This portion of the series looks at how the creation and implementation of animated sprites are incorporated into the game project, including background art production, view ports, definition of frames, frame delay, transparency, and alpha-blending. We then apply these concepts to implement the "main" and "enemy" characters of the game project.

May 12, 2005 74 minutes

5. Transformation and Collision of Sprites
Key Concepts:

Building on the concepts of working with animated sprites introduced in the previous session, this webcast focuses on how to make the sprites move. This webcast looks at topics such as translation, scale, rotation, velocity, and collision, and shows how to use these techniques how to move the "enemy" character in the game project.

May 17, 2005 73 minutes

6. Player Control of Sprites
Key Concepts:

You learned how to make the sprites move in the previous webcast, this session focuses on how a video game handles player input to create and move a sprite. Learn how to incorporate keyboard input, vector direction, and position into the game project's implementation of main character and enemy movement as well as "shooting bullets."

May 19, 2005 67 minutes

7. Game Music and Sound Effects
Key Concepts:

Audio is unquestionably an important aspect to any video game. This session builds upon the previous webcasts and examines the development issues surrounding the implementation of background music and sound effects that are essential to great video games. In addition to these incidental audio elements, you will learn how to implement the score feature into the game project.

May 24, 2005 57 minutes

8. Creating Sprite Behavior
Key Concepts:

Continuing the discussion of sprites from the previous sessions, this final webcast in the series goes into more detail regarding sprite behavior and collision detection. Learn how to apply these concepts to the game project's control of enemy behavior as well as bullet behavior.

May 26, 2005 67 minutes

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Get a basic understanding of how to create three-dimensional (3-D) games in this eleven-part webcast series.

Presenter: Doug Heimer, Senior Real-Time Interactive Simulation Undergraduate at DigiPen Institute of Technology. Doug Heimer is a senior at DigiPen Institute of Technology. Doug is responsible for the game play and artificial intelligence (AI) in the strategy game “GeoWarfare,” and also the graphics engine in “Resonation.” He has taught many video game programming classes, including ones that focus on Microsoft Visual C# and exploring online environments.


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1. Introduction to 3-D Games
Key Concepts:

This initial webcast provides an introduction to the 3-D pipeline, including 3-D technical terms and the different stages and algorithms to use. Learn how to use projection and ray tracing methods, too.

January 16, 2006 60 minutes

2. The 3-D Engine
Key Concepts:

This session on the 3-D engine is split across two webcasts that cover 3-D game element issues such as game loop, input, collision, behavior, rendering, and sound. Participants set up the Microsoft Visual C# project and learn how to use the 3-D C# template while the instructor describes the 3-D engine structure.

January 17, 2006 60 minutes

3. The 3-D Engine
Key Concepts:

This session on the 3-D engine is split across two webcasts that cover 3-D game element issues such as game loop, input, collision, behavior, rendering, and sound. Participants set up the Microsoft Visual C# project and learn how to use the 3-D C# template while the instructor describes the 3-D engine structure.

January 18, 2006 60 minutes

4. Importing Background and Objects
Key Concepts:

This session is split across two webcasts that cover background display, camera control, object animation, and object control. At the end of these two webcasts, the user should be able to display a background and a character, add and control the camera, and also add and control characters or objects.

January 23, 2006 60 minutes

5. Importing Background and Objects
Key Concepts:

This session is split across two webcasts that cover background display, camera control, object animation, and object control. At the end of these two webcasts, the user should be able to display a background and a character, add and control the camera, and also add and control characters or objects.

January 24, 2006 60 minutes

6. Understanding and Handling Collisions
Key Concepts:

This particular webcast explains how to handle object/background and object/object collision in your game.

January 25, 2006 60 minutes

7. Artificial Intelligence (AI)
Key Concepts:

This webcast focuses on handling artificial intelligence (AI) in your games. Simple artificial intelligence (AI) based on Dx/Dy and time, and also shortest path AI based on a graph is presented to control characters in the provided game example.

January 30, 2006 60 minutes

8. Multiple Levels and Additional Character Functionality
Key Concepts:

In this webcast, participants create additional skill levels for their games and learn about how to make the main character jump using a table-based approach and a physics-based approach.

January 31, 2006 60 minutes

9. Game Play
Key Concepts:

In this webcast, participants are introduced to game play tuning elements for the project, including character game variables such as lives and speed, and also enemy variables such as respawning and speed. This webcast focuses on handling game play in your game.

February 1, 2006 60 minutes

10. User Interface (UI)
Key Concepts:

This webcast focuses on developing your game’s user interface (UI). Find out how to implement a menu system for your game that contains the standard options such as Play, Instructions, and Exit.

February 6, 2006 60 minutes

11. Gaming and Miscellaneous Effects
Key Concepts:

This final webcast in the series provides an introduction to effects used in games including blending, shadows, lighting, and sound. We also focus on handling the miscellaneous effects in your game.

February 7, 2006 60 minutes

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Bill Steele is my favorite Microsoft instructor. He is featured speaker for Microsoft and NASA, a pilot, inventor, has a great sense of humor, and is very entertaining. Oh yes, did I mention that he also knows inside and out? This is the most streamlined that I have found.


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1. Introduction to C# Download Demo Code
Key Concepts:

A. The basic language constructs
B. What types of applications can be built
C. Overview of this webcast series

11/13/2006

2. Visual C# Express Download Demo Code
Key Concepts:

A. Visual C# Express is a free download from Microsoft that allows you to develop C# applications
B. Learn about the powerful IDE features like Code Editor, Compiler, Intellisense and the Debugger.
C. The project system that allows us to build a collection to keep all the files related to our program together.

11/20/2006

3. Class Libraries Download Demo Code
Key Concepts:

A. Class Libraries

11/27/2006

4. C# Program Structure Download Demo Code
Key Concepts:

A. What is C# and how are programs written in C# structured
B. How the "main" function is defined
C. Basics of the language
D. How C# assembles the lines of code  into something meaningful at runtime.

12/4/2006

5. Language Fundamentals Download Demo Code
Key Concepts:

A. Specific C# language features
B. Types
C. Variables
D. Constants
E. Statements

12/11/2006

6. Branching and Looping Download Demo Code
Key Concepts:

A. Iterators
B. Loops
C. Branching

12/18/2006

7. Classes and Objects Download Demo Code
Key Concepts:

A. Classes
B. Objects
C. Instantiation

1/8/2007

8. Operator Basics Download Demo Code
Key Concepts:

A. The different kinds of operators and how to use them.

1/15/2007

9. Basic Debugging Download Demo Code
Key Concepts:

A. Debugging
B. How the IDE allows you to see what is going on inside your application while it is running.

1/22/2007

10. Arrays and Collections Download Demo Code
Key Concepts:

A. Arrays
B. Collections

1/29/2007

11. Creating and Manipulating Strings - video missing Download Demo Code
Key Concepts:

A. Creating and Manipulating Strings
B. StringBuilder class.

2/5/2007

12. Exception Handling- video missing Download Demo Code
Key Concepts:

A. Exception Handling
B. Try-Catch blocks and how to correctly handle the different types of exceptions

2/12/2007

13. Delegates and Events - video missing Download Demo Code
Key Concepts:

A. Delegates and Events allow us to build applications that can let others know that some type of interesting thing has happened within our application.
B. Multiple listeners responding to a single event

2/19/2007

14. Inheritance and Polymorphism - video missing Download Demo Code
Key Concepts:

A. Inheritance allows one to create objects that are "like" other objects.
B. Advantages of Inheritance and Polymorphism: reduces the amount of code and makes it much easier to understand.

2/26/2007

15. C# and the Web - video missing Download Demo Code
Key Concepts:

A. ASP.NET and how it relates to C#
B. How we can build web pages and controls that allow us to reuse our code

3/5/2007

16.Custom Web Controls - video missing Download Demo Code
Key Concepts:

A. Building basic ASP.NET controls in C#.
B. Code reuse can significantly reduce our development time
C. User Controls - not compiled into separate assembly
D. Custom Controls- compiled into separate assembly

3/12/2007

17. C# and Windows Applications - video missing Download Demo Code
Key Concepts:

A. Building basic Windows Applications
B. The basic window class we use in C# is the Form.
C. System.Windows.Form object

3/19/2007

18. Custom Controls - video missing Download Demo Code
Key Concepts:

A. Advanced features of Windows Forms development, such as GDI+ that allow us to tailor the user interface to exactly what our applicaiton needs.

3/26/2007

19. C# and Windows Presentation Foundation - video missing Download Demo Code
Key Concepts:

A. How to take advantage of Windows Vista's new presentation system, Windows Presentation Foundation (aka WPF) with C#.
B. WPF allows our applications to include stunning graphics (2-D, 3-D, animations, and more) and enhanced user experience functionallity that was unatainable in the past.
C. XAML

4/9/2007

20. C# and SQL Server 2005 - video missing Download Demo Code
Key Concepts:

A. How to include data access features in your applications
B. How to integrate SQL Server 2005 database functionality directly into your web and Windows based applications
C. C# allows us to programatically get direct access to SQL Server data
D. SQL Server 2005 and other data sources.

4/16/2007

21. C# and Game Development - video missing Download Demo Code
Key Concepts:

A. XNA Game Studio Express.
B. XNA is a gaming framework available for Windows as well as for the XBox 360.
C. How XNA Game Studio and Microsoft Visual C# Express allow one to develop stunning 3D games with ease.

4/23/2007

22. C# Application Deployment Options - video missing
Key Concepts:

A. Deployment options

4/30/2007

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