Using Q3 as a teaching tool
Posted: Tue May 04, 2010 12:58 am
I would like to have some outside opinions on this, so that I can see if my reasoning is valid....
Next year, beginning after Christmas, I get to help teach a sort of "the computer science in video games" course at my university. It is not necessarily intended to be like a fast-track-into-game-industry-money-grabbing-trendy sort of thing, but rather a "special topics" course inside of a general CS program. I am going to be designing the course this summer with the professor who will be teaching it. I basically have the choice between Quake III and Unreal 3, and I would love to choose q3 because I'm intimately familiar with it, etc. However, I don't want to shortchange the students and teach them something that is no longer relevant.
Pros of Q3:
-Open source engine
-Simpler in general
-Less abstraction (could be a con i suppose)
-Would be writing C, not a proprietary language
Cons of Q3:
-Not the greatest documentation
-Outdated architecture (how outdated is it?)
-Might not be exemplary design
Pros of U3:
-Still highly relevant
-Probably easier to implement game logic changes
Cons of U3:
-Closed source engine
-Unrealscript is proprietary, although this isn't necessarily terrible or anything
-Complex art pipeline
---------------
My list for U3 is smaller because I don't want to betray my true ignorance of what might be bad or good about it because I'm really just not familiar with it at all.
What are your initial thoughts? Is it a definitive Yes/No or does it just depend upon what I want them to get out of it?
I wouldn't be teaching them everything about either engine (couldn't do it in 10 semesters, wouldn't be useful really), it would be more like finding examples of where CS stuff is used (like lets say an examination of the data structures in the UI module or something) and having them make modifications or write their own functions, or just having them work on their problem solving skills.
Thanks!
Next year, beginning after Christmas, I get to help teach a sort of "the computer science in video games" course at my university. It is not necessarily intended to be like a fast-track-into-game-industry-money-grabbing-trendy sort of thing, but rather a "special topics" course inside of a general CS program. I am going to be designing the course this summer with the professor who will be teaching it. I basically have the choice between Quake III and Unreal 3, and I would love to choose q3 because I'm intimately familiar with it, etc. However, I don't want to shortchange the students and teach them something that is no longer relevant.
Pros of Q3:
-Open source engine
-Simpler in general
-Less abstraction (could be a con i suppose)
-Would be writing C, not a proprietary language
Cons of Q3:
-Not the greatest documentation
-Outdated architecture (how outdated is it?)
-Might not be exemplary design
Pros of U3:
-Still highly relevant
-Probably easier to implement game logic changes
Cons of U3:
-Closed source engine
-Unrealscript is proprietary, although this isn't necessarily terrible or anything
-Complex art pipeline
---------------
My list for U3 is smaller because I don't want to betray my true ignorance of what might be bad or good about it because I'm really just not familiar with it at all.
What are your initial thoughts? Is it a definitive Yes/No or does it just depend upon what I want them to get out of it?
I wouldn't be teaching them everything about either engine (couldn't do it in 10 semesters, wouldn't be useful really), it would be more like finding examples of where CS stuff is used (like lets say an examination of the data structures in the UI module or something) and having them make modifications or write their own functions, or just having them work on their problem solving skills.
Thanks!