Computer Graphics Lab Manual
Computer Graphics Lab Manual
Lab Manual
2
Chapter 1
Lab-01
1.2 Assignment
1. Write a Report, comparing at least three different Game Engines
3
4 CHAPTER 1. LAB-01
Chapter 2
Lab 02 - Lab 03
– Install Unity
– Configure Unity
∗ On Disk
∗ In the Cloud
– The Script Editor: Visual Studio 2018
– Navigating the Unity Interface
– Understanding the Different Window Views
– Configure and Customize the Layout
– The Transform Toolset
– Handle Position Controls
– Play, Pause, and Step Controls
– Unity Project Structure
– Unity Documentation
5
6 CHAPTER 2. LAB 02 - LAB 03
Chapter 3
Lab 04 - Lab 05
2. Activity:
7
8 CHAPTER 3. LAB 04 - LAB 05
Chapter 4
Lab 06 - Lab 07
• Graphics Settings
• The Camera
• Using Cinemachine
• Virtual Cameras
• Stabilization
• Materials
2. Activity
3. Activity
9
10 CHAPTER 4. LAB 06 - LAB 07
– Toggle Anti-Aliasing
– Toggle Anisotropic Textures
Did you notice the differences?
4. Activity
4.3 Assignment
1. Prepare a Report about (Anti-Aliasing), an important topic that will be dis-
cussed in lectures. You report must include the following items
Lab 08 - Lab 09
• Character Class
• Player Class
• Focus on Prefabs
• Scriptable Objects
11
12 CHAPTER 5. LAB 08 - LAB 09
• Select CoinObject
• Add a CircleCollider 2D
• Set the Radius
• Can you use the CircleCollider as a trigger?
Lab - 10
– Canvas Objects
– UI Elements
– Building the Health Bar
– Anchors
– Adjusting the Anchor Points
– UI Image Masks
– Importing Custom Fonts
– Adding Hit-Points Text
– Scripting the Health Bar
– Scriptable Object: HitPoints
– Update the Character Script
– Update the Player Script
– Create the HealthBar Script
– Configure the Health Bar Component
2. Understand what have been done carefully, so we can build upon in the next
lab
13
14 CHAPTER 6. LAB - 10
Chapter 7
Lab - 11
– Set-Up Properties
– Instantiate the Slot Prefabs
– Fill in the Start() method
– The AddItem method
– Update the Player Script
15
16 CHAPTER 7. LAB - 11
Chapter 8
Lab - 12
Game Managers are central components to any video game. Game Manager is
responsible for coordinating and running the game logic, such as spawning the player
when the player dies. We’ll also build a Camera Manager to ensure the camera is
always set up properly. Objectives
• Singletons
• Spawn Points
• Camera Manager
– Refactoring
– The internal Access Modifier
• Coroutines
– Invoking Coroutines
– Pausing or "Yielding" Execution
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18 CHAPTER 8. LAB - 12
– A Complete Coroutine
– Coroutines with Time Intervals
– The Abstract Keyword
– Implementing the Enemy Class
– The DamageCharacter() method
– ResetCharacter()
– Calling ResetCharacter() in OnEnable()
– Kill Character
8.2 Assignment
1. From what we have learned so far, it is clear that Game Programming requires
strong programming concepts. Write a report illustrating new object oriented
programming concepts we have used in this course. You report can include
• Access Modifiers
• Inheritance
• Singelton
• Importing external code files and libraries
• any other concept that were new to you