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        <dc:date>2009-12-10T20:11:33+00:00</dc:date>
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        <title>3D Game Development</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/3d_game_development?rev=1260475893</link>
        <description>3D Game Development

----------

&lt;html&gt;
&lt;h3&gt;3D Space&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;x, y, and z&lt;/li&gt;
&lt;li&gt;Right-hand system
&lt;ol&gt;

&lt;li&gt;Open your right hand&lt;/li&gt;
&lt;li&gt;Stick out the thumb&lt;/li&gt;
&lt;li&gt;Point your thumb along one of the axes in a positive direction&lt;/li&gt;
&lt;li&gt;Curl your fingers around the axis&lt;/li&gt;
&lt;li&gt;A positive rotation around that axis will be in the same direction that your fingers curl&lt;/li&gt;
&lt;/ol&gt;
&lt;/li&gt;
&lt;li&gt;Left-hand system&lt;/li&gt;
&lt;/ul&gt;</description>
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        <dc:date>2013-10-22T18:20:18+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Framerate-Decoupled Animation Framework</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/animation_framework_decoupled_from_frame_rate?rev=1382466018</link>
        <description>Framerate-Decoupled Animation Framework

----------

A problem with the animation framework in either GameSprite or GameSpriteAdvanced is that the speed of sprites is coupled with the animation frame rate, i.e., if you increase the frame rate, the speed of the sprites increases proportionally. One problem with this is that an animation or game will only run</description>
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        <dc:date>2013-10-10T12:35:23+00:00</dc:date>
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        <title>Fall 2011 Game Ideas</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/cs-498_game_ideas_fall_2011?rev=1381408523</link>
        <description>Fall 2011 Game Ideas

----------

VI-Learning Game (Run away! Run away!)

	*  arcade game involving the vi-keys as direction keys and also other basic vi editing keys
		*  yy to yank a line and p to paste a line to set up blockades or booby traps against an oncoming enemy</description>
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        <dc:date>2021-09-14T14:23:41+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Games developed in CS/SE-360, Fall 2015</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/csse-360_fall_2015_game_testing_page?rev=1631629421</link>
        <description>----------

Games developed in CS/SE-360, Fall 2015

Source code for these projects is on cssegit.monmouth.edu.

Below are the links to the games that have been packaged for various platforms. Extract the game folder from the downloaded zip file and run the included executable:</description>
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        <dc:date>2011-12-14T15:48:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>2D Game Development Project</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/cs_498gd_2d_game_project?rev=1323877684</link>
        <description>2D Game Development Project

In a group of three people, you will develop a 2D game, applying software engineering principles.

Your group will design a 2D game, produce the graphics (or use free graphics content), program the inner-workings of your game in Java, test the game, and release it. There is no limit on the genre of the game. Genres can include:</description>
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        <dc:date>2016-09-20T16:53:04+00:00</dc:date>
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        <title>List of CS-498 Assignments</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/cs_498gd_assignments?rev=1474390384</link>
        <description>List of CS-498 Assignments

----------

----------</description>
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        <dc:date>2016-09-20T16:53:27+00:00</dc:date>
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        <title>List of CS-498 Projects</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/cs_498gd_projects?rev=1474390407</link>
        <description>List of CS-498 Projects

----------

----------</description>
    </item>
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        <dc:date>2009-12-23T01:27:39+00:00</dc:date>
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        <title>Overview of the Game:</title>
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        <description>Placeholder for CS 498 Game Development Team 1: Fay, Hearon, Karpodinis

WDK - WORLD DOMINATION OF KILLIMANJARO   

 
  

Designed By:  

  

Alexander Karpodinis : Progamming

Eric Fay: Graphics Design

Richard Hearon: Web Design/Documentation

Overview of the Game:</description>
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        <dc:date>2009-12-23T15:31:01+00:00</dc:date>
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        <title></title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/cs_498_game_development_project_-_team_2?rev=1261582261</link>
        <description>After his brother is killed by Sir Didymus, one of the most famous pirate hunters in the galaxy of Lapme Bosta, Ludo, a space pirate outlaw, sets out to track down the infamous Sir Didymus.  During his quest for revenge, he is bombarded by Sir Didymus’s crew of pirates who will stop at nothing to destroy him.</description>
    </item>
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        <dc:date>2016-09-20T17:06:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Game Ideas</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/cs_498_game_ideas?rev=1474391160</link>
        <description>----------

----------

CLICK HERE TO LOGIN

----------

----------

Game Ideas

This is a CS 498-editable page.  I want to use this page to gather ideas for the game that you'll develop in teams.  See the Concepts section below. -jchung

----------

Game Project Rules

In a group of no more than four people, you will develop a 2D game, applying software engineering principles.</description>
    </item>
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        <dc:date>2009-11-30T19:15:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Ethics, Networking, Security</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/ethics_networking_security?rev=1259608500</link>
        <description>Ethics, Networking, Security

----------

&lt;html&gt;
&lt;h3&gt;Ethics in Gaming&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;Why do we cheat?&lt;/li&gt;
&lt;li&gt;Why do we break things?&lt;/li&gt;

&lt;li&gt;How do game companies protect their intellectual property?&lt;/li&gt;
&lt;li&gt;The stakes are extraordinarily high, especially with MMORPGs.  Why?
&lt;ul&gt;
&lt;li&gt;The</description>
    </item>
    <item rdf:about="http://rockhopper.monmouth.edu/cs/jchung/cs498gd/ethics_security?rev=1384283930">
        <dc:format>text/html</dc:format>
        <dc:date>2013-11-12T19:18:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Ethics and Security in Gaming</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/ethics_security?rev=1384283930</link>
        <description>Ethics and Security in Gaming

----------

	*  Why do we cheat?
	*  Why do we break things?
	*  How do game companies protect their intellectual property?
	*  The stakes are extraordinarily high, especially with MMORPGs. Why?
		*  The “trinity of trouble:</description>
    </item>
    <item rdf:about="http://rockhopper.monmouth.edu/cs/jchung/cs498gd/games_engines_mobile_3d?rev=1385580845">
        <dc:format>text/html</dc:format>
        <dc:date>2013-11-27T19:34:05+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Game Engines, Mobile, 3D</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/games_engines_mobile_3d?rev=1385580845</link>
        <description>Game Engines, Mobile, 3D

----------

Putting It All Together: The Game Engine

	*  The core of a game: it handles everything from input to graphics rendering
	*  The point: reusability
		*  E.g., Half-Life, Counter-Strike, Natural Selection, Opposing Forces, Blueshift are all essentially the same games.</description>
    </item>
    <item rdf:about="http://rockhopper.monmouth.edu/cs/jchung/cs498gd/game_design_principles_and_game_genres?rev=1474042410">
        <dc:format>text/html</dc:format>
        <dc:date>2016-09-16T16:13:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Game Design Principles and Game Genres</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/game_design_principles_and_game_genres?rev=1474042410</link>
        <description>Game Design Principles and Game Genres

----------

Motivation: Why Do We Love Pong?

 

	*  or “Why might some people have loved pong when it was first introduced?”
	*  Simple
	*  Every game is unique
	*  Elegant representation (of table tennis in real life)</description>
    </item>
    <item rdf:about="http://rockhopper.monmouth.edu/cs/jchung/cs498gd/game_quality_assurance?rev=1542289817">
        <dc:format>text/html</dc:format>
        <dc:date>2018-11-15T13:50:17+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Game Quality Assurance</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/game_quality_assurance?rev=1542289817</link>
        <description>Game Quality Assurance

...also known as, game testing



Reading

	*  Game Quality Assurance (QA):
		*   QA Best Practices Report from the 2003 International Game Developers Association Conference
		*   &quot;Testers -- The Unsung Heroes of Games&quot;
		*   &quot;Inside the 'dream job' of a video game tester&quot;
		*  &lt;https://www.reddit.com/r/playtesters/&gt;


----------

Game Testing Common Perceptions: Myths and Facts

	*  To the general population, being a game tester sounds like a dream job.</description>
    </item>
    <item rdf:about="http://rockhopper.monmouth.edu/cs/jchung/cs498gd/intro_history_of_computer_and_video_games?rev=1473454598">
        <dc:format>text/html</dc:format>
        <dc:date>2016-09-09T20:56:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Introduction, History of Computer and Video Games</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/intro_history_of_computer_and_video_games?rev=1473454598</link>
        <description>Introduction, History of Computer and Video Games

Background

	*  Colleges and universities offering game development and theory courses.
		*  some majors and minors
			*  MIT, University of Southern California, Carnegie Mellon University, Stanford University, University of Michigan, Worcester Polytechnic Institute, Rensselaer Polytechnic Institute, University of Washington, etc.</description>
    </item>
    <item rdf:about="http://rockhopper.monmouth.edu/cs/jchung/cs498gd/java_and_game_programming?rev=1474049963">
        <dc:format>text/html</dc:format>
        <dc:date>2016-09-16T18:19:23+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Java and Game Programming</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/java_and_game_programming?rev=1474049963</link>
        <description>Java and Game Programming

----------

We will use...

	*  Java Standard Edition (J2SE) Standard Development Kit (SDK) (or JDK).
		*  JDK version &gt;= 6.
		*  Eclipse or other IDE such as IntellJ or NetBeans (or sometimes just a plain text editor and the command line).</description>
    </item>
    <item rdf:about="http://rockhopper.monmouth.edu/cs/jchung/cs498gd/java_console_minesweeper?rev=1254162743">
        <dc:format>text/html</dc:format>
        <dc:date>2009-09-28T18:32:23+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Java Console Minesweeper : Possible Implementation</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/java_console_minesweeper?rev=1254162743</link>
        <description>Java Console Minesweeper : Possible Implementation

----------

Classes and Data Structure(s)

	*  class Cell

	*  2D array of Cells; call it grid
		*  Cell[][] grid = new Cell[ ROWS_IN_GRID ][ COLUMNS_IN_GRID ];


----------

Steps

	*  Create Cell class (Cell.java)</description>
    </item>
    <item rdf:about="http://rockhopper.monmouth.edu/cs/jchung/cs498gd/java_images_animation?rev=1255368549">
        <dc:format>text/html</dc:format>
        <dc:date>2009-10-12T17:29:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Java: Images, Animation, Sprites</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/java_images_animation?rev=1255368549</link>
        <description>Java: Images, Animation, Sprites

----------

Image buffering

drawImage() and Image Quirks

	*  drawImage() is weird, in that it does not necessarily draw an Image immediately.
		*  Under certain circumstances, drawImage() may return without drawing an image.</description>
    </item>
    <item rdf:about="http://rockhopper.monmouth.edu/cs/jchung/cs498gd/java_images_animation_sprites?rev=1477075320">
        <dc:format>text/html</dc:format>
        <dc:date>2016-10-21T18:42:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Java: Images, Animation, Sprites</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/java_images_animation_sprites?rev=1477075320</link>
        <description>Java: Images, Animation, Sprites

----------

Image buffering

drawImage() and Image Quirks

	*  drawImage() can be weird, in that it does not necessarily draw an Image immediately.
		*  Under certain circumstances, drawImage() may return without drawing an image.
		*  Loading an image to memory (RAM) and manipulating it there (</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2016-09-20T16:56:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Java: User Interface Components and 2D Graphics</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/java_user_interface_components_and_2d_graphics?rev=1474390604</link>
        <description>Java: User Interface Components and 2D Graphics

----------

User Interface and Interactive Components

	*  A good GUI API or package would allow you to ...
					*  Create user interface components
					*  Customize the behavior of the components
					*</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2011-11-18T15:08:17+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>More on Images, Animation and Sprites</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/more_images_animation_sprites?rev=1321628897</link>
        <description>More on Images, Animation and Sprites

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Decoupling From Frame Rate

	*  The animation framework frame rate currently directly affects sprite speed, which is fine for animations, but not so fine for games.
		*  Example: MarioSprite.java at 120 frames per second.
			*  In this example, the sprite's position is incremented (</description>
    </item>
    <item rdf:about="http://rockhopper.monmouth.edu/cs/jchung/cs498gd/networking?rev=1384547123">
        <dc:format>text/html</dc:format>
        <dc:date>2013-11-15T20:25:23+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Game Networking</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/networking?rev=1384547123</link>
        <description>Game Networking

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Networking Basics

	*  Networking: shifting bits from point A to point B

	*  Internet Protocol (IP) - Network layer
		*  The Open Systems Interconnection model (OSI model) defines 7 abstraction “layers” for a communications system.
		*  Puts data bits into a network packet that tells where the packets need to go</description>
    </item>
    <item rdf:about="http://rockhopper.monmouth.edu/cs/jchung/cs498gd/on-screen_menu_example_-_snowfall?rev=1382725732">
        <dc:format>text/html</dc:format>
        <dc:date>2013-10-25T18:28:52+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Implementing a Simple Single Keystroke Menu</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/on-screen_menu_example_-_snowfall?rev=1382725732</link>
        <description>Implementing a Simple Single Keystroke Menu

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The following version of SpriteDemoPanel implements an on-screen menu that allows you to choose a level of snowfall or to Quit when the animation starts. The animation also listens for an Esc key press to return to the menu.</description>
    </item>
    <item rdf:about="http://rockhopper.monmouth.edu/cs/jchung/cs498gd/overview_of_software_development_methodologies_game_testing?rev=1446837575">
        <dc:format>text/html</dc:format>
        <dc:date>2015-11-06T19:19:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Overview of Software Development Methodologies</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/overview_of_software_development_methodologies_game_testing?rev=1446837575</link>
        <description>Overview of Software Development Methodologies

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Reading

	*  Game Design:
		*  &lt;http://www.gamedev.net/reference/articles/article1940.asp&gt; - Game Unified Process
		*  &lt;http://www.gamedev.net/reference/articles/article1843.asp&gt; - Incremental Development


	*  Gamasutra
		*  &lt;http://www.gamasutra.com/features/20051026/gabler_01.shtml&gt; - How to Prototype a Game in Under 7 Days: Tips and Tricks from 4 Grad Students Who Made Over 50 Games in 1 Semester</description>
    </item>
    <item rdf:about="http://rockhopper.monmouth.edu/cs/jchung/cs498gd/physics_collisions?rev=1477094399">
        <dc:format>text/html</dc:format>
        <dc:date>2016-10-21T23:59:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Physics, Collisions</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/physics_collisions?rev=1477094399</link>
        <description>Physics, Collisions

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Basic Physics: Preliminaries

	*  What kinds of games need physics? What games have physics that you know of?
			*  Angry Birds, Tower/World of Goo, Crayon Physics, platformers

		*  Assume fixed discrete simulation (constant time step).</description>
    </item>
    <item rdf:about="http://rockhopper.monmouth.edu/cs/jchung/cs498gd/robots?rev=1252610745">
        <dc:format>text/html</dc:format>
        <dc:date>2009-09-10T19:25:45+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title></title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/robots?rev=1252610745</link>
        <description>User-agent: *
Disallow: /</description>
    </item>
    <item rdf:about="http://rockhopper.monmouth.edu/cs/jchung/cs498gd/rocket_explosion_montage_command?rev=1383334353">
        <dc:format>text/html</dc:format>
        <dc:date>2013-11-01T19:32:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title></title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/rocket_explosion_montage_command?rev=1383334353</link>
        <description>You can create 3 additional rocket explosion frames using tools such as Photoshop or GIMP (Run gimp in the Linux labs). You can run gqview in the Linux labs to view/browse images. To make your life easier, name your 3 rocket explosion frames lander_explosion1.png, lander_explosion2.png</description>
    </item>
    <item rdf:about="http://rockhopper.monmouth.edu/cs/jchung/cs498gd/scrolling_sound_ai?rev=1321021087">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-11T14:18:07+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Scrolling, Sound, AI</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/scrolling_sound_ai?rev=1321021087</link>
        <description>Scrolling, Sound, AI

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Scrolling Games

	*  Example: Super Mario Brothers
			*  Game that travels left or right well beyond the length of the game panel

		*  Graphics requirement: tile maps (a.k.a., “bricklaying”)
		*  Backgrounds are often composed of several tile map layers</description>
    </item>
    <item rdf:about="http://rockhopper.monmouth.edu/cs/jchung/cs498gd/start?rev=1386099361">
        <dc:format>text/html</dc:format>
        <dc:date>2013-12-03T19:36:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>CS 498 - Game Development</title>
        <link>http://rockhopper.monmouth.edu/cs/jchung/cs498gd/start?rev=1386099361</link>
        <description>CS 498 - Game Development

Semester: Fall 2013

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Information / Announcements

	*  The final exam is scheduled for Friday, 12/20/2013, 01:00PM - 03:00PM in HH305, but as there is no final exam in this course, you will demonstrate your group-developed 2D games during the final exam period.</description>
    </item>
</rdf:RDF>
