Week

Reading

Week 1

Jason Gregory, Game Engine Architecture

  • Chapter 1 (Introduction)
  • Chapter 7 (The Game Loop and Real-Time Simulation) - pages 303-310

Week 2

Greg Zeschuk, Ray Muzyka, Scott Greig, James Ohlen, and Trent Oster, Making NeverWinter Nights: A classic BioWare postmortem, Gamasutra, May 20, 2013.

Millington, Artificial Intelligence for Games

  • Chapter 3 (Movement), pages 39-101

Week 3

Marco Pinter, Toward More Realistic Pathfinding, Gamasutra, March 14, 2001

Millington, Artificial Intelligence for Games

  • Chapter 3 (Movement), pages 102-120
  • Chapter 4 (Pathfinding), pages 197-228

Week 4

M. Brockington, Level-of-Detail AI for a Large Role-Playing Game, in AI Game Programming Wisdom, Charles River Media, 2002.

Millington, Artificial Intelligence for Games

  • Chapter 5 (Decision Making), pages 309-331

Week 5

Chris Simpson, Behavior trees for AI: How they work, Gamasutra, July 17, 2014.

Week 6

Richard Moss, 7 examples of great game physics that every developer should study, Gamasutra, April 21, 2016

Henrik Enqvist, The Secrets Of Cloth Simulation In Alan Wake, Gamasutra, April 29, 2010

Millington, Game Physics Engine Development

  • Appendix C: Mathematics Summary
  • Chapter 2: The Mathematics of Particles (this should be review - skim as necessary)
  • Chapter 3: The Laws of Motion

Week 7

Millington, Game Physics Engine Development

  • Chapter 7, Hard Constraints (pay particular attention to page 121)
  • Chapter 12: Collision Detection (there's a lot of detail here - read mainly for interest)

Week 8

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