ODP: [godot-tutors] 3D Resources

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I personally use Godot, and 3DS Max.
I teach geometry and 3D modeling.
But other classes use wide variety of tools.
Unfortunately education in Poland is state funded (free), so the approach to teaching is not changing fast enough.
I took the liberty to teach math by solving actual game problems in engine rather than paper. But in the end they have to pass stupid exam, testing how well they memorized equations and if they can solve random problem on paper.
I believe that I have made good decision as they gave me best teacher award.. But I feel like I’m fighting the system most of the time.
I would love to see the students work on a game from class to class. But in the end every other class is hermetic. So basically they make a game for every class they take.
For example they have geometry for games with me, and game physics with someone else. Strongly related subjects and each of us does things with no communication with the other. This semester we have first meeting to address this.
All in all it is not terrible, as the students get to know and chose the technology they like. But they are free to complain to me and I can see that they have to juggle allot of different projects at the same time. And that is unhealthy.

 

 

Od: Diego Sauter Possamai
Wysłano: wtorek, 26 września 2017 16:48
Do: tutors@xxxxxxxxxxxxxxx
Temat: Re: [godot-tutors] 3D Resources

 

What tools do you use for teaching games ?


I teach in a University, specifically for Game Development classes. After 5 years we found out that the easiest way was not to tackle game development from the programming point of view, but rather from the visual point of view.


Instead of teaching math directly, we use a context, such as.. let´s build a endless runner. We place the graphics, and bit by bit we create the games and teach the concepts and everything around it.


For 3D is the same. Trying to teach 3D with all the math in our experience is not very effective. It is more approachable to teach how to build some 3D games, and them introduce what is needed in terms of art, models, programming and math, bit by bit.


Usually students want to build games, not to learn math. So, we took it as a lesson and started to teach them to build games, and everything else became a tool.


Hope this help.


De: Leszek Nowak <leszek..nowak@xxxxxxxxx>
Enviado: terça-feira, 26 de setembro de 2017 08:15:29
Para: tutors@xxxxxxxxxxxxxxx
Assunto: ODP: [godot-tutors] 3D Resources
 

Hi Chris,

 

I work with university students in game development, so i expect them to know programming.

What we do is mostly vector math. Ray tracing, collisions, game physics. So there will be no visually spectacular things.
This year I’ll do my best to upload everything to Git hub and share it here.
As a beginner level example I would probably implement orbital physics, based on simple gravity equations.

It is a easy math to get things moving on the screen.
Unfortunately starting things in 3D you must have 3D camera, and that requires going through matrix operations, and quaternions. And that is hardly beginner stuff.  

Most of things I’ll be doing will be in 2D as it is much easier for visualization.

Hope it helps.

Leszek

 

Od: Chris Bradfield
Wysłano: wtorek, 26 września 2017 04:58
Do: tutors@xxxxxxxxxxxxxxx
Temat: [godot-tutors] 3D Resources

 

Hi all,

 

I've been focusing on 2D development with my students, but as they get more experienced, they'll want to dive into 3D. I'm looking for ideas on how to gently introduce the concepts to them. I know some of you are working with older students, but do you have any beginner-level content or experiences to share?

 

Suggestions, resources, examples?

 

Thanks,
Chris

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Founder, KidsCanCode

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