Computer Science: Advanced 3D Game Development

Other Kentucky CTE sets

Compare and contrast modeling methodologies (for example, polygons, NURBS, splines)GD3.1

  • 1

    Compare and contrast modeling methodologies (for example, polygons, NURBS, splines)GD3.1

Explain the applications of low polygon and high polygon constructionGD3.2

  • 2

    Explain the applications of low polygon and high polygon constructionGD3.2

Construct and manipulate polygonal objectsGD3.3

  • 3

    Construct and manipulate polygonal objectsGD3.3

Applying texturing/surfacing/shading to models and normal mappingGD3.4

  • 4

    Applying texturing/surfacing/shading to models and normal mappingGD3.4

Identify UVW mapping coordinatesGD3.5

  • 5

    Identify UVW mapping coordinatesGD3.5

Explain how lighting and shading effect form and surfaceGD3.6

  • 6

    Explain how lighting and shading effect form and surfaceGD3.6

Implement basic lighting concepts for ambient and artificial lightGD3.7

  • 7

    Implement basic lighting concepts for ambient and artificial lightGD3.7

Describe the difference between forward and inverse kinematicsGD3.8

  • 8

    Describe the difference between forward and inverse kinematicsGD3.8

Examine the process of particle creation and its application to game designGD3.9

  • 9

    Examine the process of particle creation and its application to game designGD3.9

Create a parent/child hierarchyGD3.10

  • 10

    Create a parent/child hierarchyGD3.10

Create a joint/bone chainGD3.11

  • 11

    Create a joint/bone chainGD3.11

Apply and adjust weight mapsGD3.12

  • 12

    Apply and adjust weight mapsGD3.12

Create atmospheric effectsGD3.13

  • 13

    Create atmospheric effectsGD3.13

Demonstrate the use of constraints to animate objectsGD3.14

  • 14

    Demonstrate the use of constraints to animate objectsGD3.14

Apply various animation techniques (for example, pose-to-pose, straight ahead)GD3.15

  • 15

    Apply various animation techniques (for example, pose-to-pose, straight ahead)GD3.15

Adjust the dynamic properties (for example, gravity, wind speed)GD3.16

  • 16

    Adjust the dynamic properties (for example, gravity, wind speed)GD3.16

Simulate rigid body dynamics (shattering wall, breaking glass)GD3.17

  • 17

    Simulate rigid body dynamics (shattering wall, breaking glass)GD3.17

Utilize cinematography in animationGD3.18

  • 18

    Utilize cinematography in animationGD3.18

Describe the process of motion capture for animationGD3.19

  • 19

    Describe the process of motion capture for animationGD3.19

Frequently asked questions

What grade levels do these standards cover?
Grade 10, Grade 11, and Grade 12
Where can I read the official document?
KDE - CTE - Program of Studies

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