[ioquake3] Dissertation Support
james at jamesdesign.org
Tue Nov 25 08:17:51 PST 2008
This is a very interesting prospect, I will talk this over with my project
supervisor at university. I would be honoured to work in collaboration on
something that will have both practical and academic value. I take a "Games,
A.I. and Simulation" unit as part of my degree but I would not state it as
my 'strongest' area. I will pass some information on to my lecturers in this
area and see if they have any input.
I am a keen and learning programmer but I wonder if this is unrealistic in
terms of time-scale for my dissertation, I will have to see what my
supervisor thinks. I have every intention of studying for a Masters degree
in the field of games programming and perhaps this would be more suitable
Thanks for contacting me, I will see what I can do,
BSc (Hons) Games Computing
University of Lincoln
On Tue, Nov 25, 2008 at 3:17 PM, <pawlicki at cs.rochester.edu> wrote:
> For some time here at the University of Rochester's department
> of Computer Science we have had a mod of the QuakeII engine
> that we use for Artificial Intelligence research
> Please feel free to check it out.
> We also use this in undergraduate AI courses as a teaching
> tool. For a long time, we have wanted to move this mod to quake3.
> We would love to collaborate on this. It would be a great chance to
> study the engine and the code is used by a number of AI researchers.
> Thaddeus F. Pawlicki, Ph.D.
> Undergraduate Program Director
> Computer Science Dept. (585) 275-4198
> University of Rochester FAX (585) 273-4556
> Rochester, NY 14627-0226 pawlicki at cs.rochester.edu
> "Learning to dance was similar to learning geometry, my best
> subject. Each piece of physical movement could be thought of as a
> theorem that had to be proved."
> - Gelsey Kirkland, 1986
> > Hey guys (and girls!),
> > I'm in my final year of university and for my dissertation I'm working on
> > an
> > architectural analysis of open-source game engines, from a software
> > engineering point of view. I will be looking at various engines, namely
> > the
> > Quake-series (I, II, III) and also a handful of noteable forks
> > (ioquake3!).
> > For an implementation part of my dissertation (I couldn't resist getting
> > hands-on and programming something) I would like to design and produce an
> > improvement/enhancement to one of the studied game engines, and at this
> > point I'm certainly considering ioquake3 as my target.
> > My question to you guys, is would it be okay to throw a couple of ideas
> > your direction to check them for validity and receive some valuable
> > feedback
> > that may help me on my way. In the spirit of OSS, I am more than happy to
> > work in collaboration on such a task and it would be great to document
> > process as part of my dissertation report.
> > I realise that ioquake3 is generally aimed and creating a bug-free and
> > stable platform for mods to base their development upon, and it may be
> > that
> > I work on a feature that looks at introducing a new feature that may
> > conflict with this direction. In this case, I will simply provide my work
> > as
> > an optional patch that people may wish to use in their envdevours. At the
> > end of the day, the emphasis is really on the process of creating this
> > artefact, lessons learned and that sort of thing, rather than the
> > functionality of the implementation :)
> > Thanks for your cooperation,
> > James Munro
> > BSc (Hons) Games Computing
> > University of Lincoln
> > Level 3
> > _______________________________________________
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