{ "course": "Game_Progamming", "course_id": "CO3045", "schema_version": "material.v1", "slides": [ { "page_index": 0, "chapter_num": 0, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_001.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_001.png", "page_index": 0, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:22:45+07:00" }, "raw_text": "Introduction t0 P G ame Vuong Ba Thinh Department of CS -CSE Faculty - HCMUT 1" }, { "page_index": 1, "chapter_num": 0, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_002.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_002.png", "page_index": 1, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:22:47+07:00" }, "raw_text": "Outline Course Introduction Evolution of Video Game Programming Game Loop Python - Pygame [2 ]" }, { "page_index": 2, "chapter_num": 0, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_003.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_003.png", "page_index": 2, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:22:51+07:00" }, "raw_text": "Course Introduction Assessment: 80%: Assignments (6-7) One 3D 20%: Final Exam (multiple choices + writing test - 75 minutes Reference: [1] Sanjay Madhav, Game Programming Algorithms and Technigues - A Platform Agnostic Approach, 2014. [2] Al Sweigart, Making Games with Python & Pygame, 2012 [3] Mat Buckland, Programming Game Al By Example, 2004 [4] Paul V Craven, Program Arcade Games With Python and Pygame 2014. 3" }, { "page_index": 3, "chapter_num": 0, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_004.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_004.png", "page_index": 3, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:22:54+07:00" }, "raw_text": "Evolution of Video Game Atari Era (1977-1985) NES and SNES Era (1985-1995) Playstation / Playstation 2 Era (1995-2005) Xbox 360,PS3, and Wii Era (2005-2013) The Future AAA game???" }, { "page_index": 4, "chapter_num": 0, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_005.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_005.png", "page_index": 4, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:22:57+07:00" }, "raw_text": "Game Loop while game is runnino inputs process update world game generate outputs loop Examples: 2048, Caro, Chicken Invader Exercise: Read \"Time and Games\" - chapter 1 [1] 5" }, { "page_index": 5, "chapter_num": 0, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_006.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_006.png", "page_index": 5, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:23:00+07:00" }, "raw_text": "Game Objects What is Game Object? Types of Game Objects Draw-only Update-only ? [6]" }, { "page_index": 6, "chapter_num": 0, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_007.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_007.png", "page_index": 6, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:23:03+07:00" }, "raw_text": "Python Tutorial print Data Type If statement Loop statement For loop While loop Function List Class [7]" }, { "page_index": 7, "chapter_num": 0, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_008.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_008.png", "page_index": 7, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:23:08+07:00" }, "raw_text": "Hello World 1. import pygame, sys X 3. 4. pygame.init() 5. DISPLAYSURF r= pygame.display.set mode((400, 300)) 6. pygame.display.set_caption('Hello World!') 7. while True: # main game e loop 8. for event in pygame.event.get() : 9. if event.type QUIT: 10. pygame.quit) 11. sys.exit) 8 12. pygame.display.update()" }, { "page_index": 8, "chapter_num": 0, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_009.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_009.png", "page_index": 8, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:23:10+07:00" }, "raw_text": "Computer Coordinate Systems x-axrs 5 10 : (0,0) y-axis origin 5 P(11,9) 10 9]" }, { "page_index": 9, "chapter_num": 0, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_010.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_010.png", "page_index": 9, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:23:13+07:00" }, "raw_text": "Color (RGB) # Define some colors BLACK =( 0, 0, 0 WHITE =( 255,255, 255) =( 0,255, 0) GREEN RED =(255, 0, 0 10 " }, { "page_index": 10, "chapter_num": 0, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_011.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_011.png", "page_index": 10, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:23:17+07:00" }, "raw_text": "Drawing Introduction pygame.draw.rect draw a rectangle shape pygame.draw.polygon - draw a shape with any number of sides pygame.draw.circle - draw a circle around a point pygame.draw.ellipse - draw a round shape inside a rectangle pygame.draw.arc - draw a partial section of an ellipse pygame.draw.line - draw a straight line segment pygame.draw.lines draw multiple contiguous line segments pygame.draw.aaline draw fine antialiased lines 11 pygame.draw.aalines draw a connected sequence of antialiased lines" }, { "page_index": 11, "chapter_num": 0, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_012.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_012.png", "page_index": 11, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:23:19+07:00" }, "raw_text": "Animation Sprite Animation 12" }, { "page_index": 12, "chapter_num": 0, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_013.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_0/slide_013.png", "page_index": 12, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:23:22+07:00" }, "raw_text": "Controllers and Graphics Keyboard Mouse Game Controller 13" }, { "page_index": 13, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_001.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_001.png", "page_index": 13, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:23:24+07:00" }, "raw_text": "MATHS AND PHYSICS FOR GAME Vuong Ba Thinh Department of CS -CSE Faculty - HCMUT 1" }, { "page_index": 14, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_002.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_002.png", "page_index": 14, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:23:27+07:00" }, "raw_text": "Outline Math - Linear Algebra for Game Vector Matrix Physics Collision Detection Movement [2 ]" }, { "page_index": 15, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_003.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_003.png", "page_index": 15, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:23:29+07:00" }, "raw_text": "VECTOR Representation : V=(vx,Vy,vz) ln code: class Vector3 float x float Y float end No concept of position 3" }, { "page_index": 16, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_004.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_004.png", "page_index": 16, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:23:32+07:00" }, "raw_text": "ADDITION =a+b={ax+bx,ay+by,az+bz) a b 6 a" }, { "page_index": 17, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_005.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_005.png", "page_index": 17, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:23:36+07:00" }, "raw_text": "SUBTRACTION 2=b-a=(bx-ax,by-ay,bz-az B -A B c = b - a a A (a) (b) 5 Vector subtraction (a), and representing points as vectors from the origin (b)" }, { "page_index": 18, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_006.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_006.png", "page_index": 18, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:23:39+07:00" }, "raw_text": "SUBTRACTION Example: imagine you are designing a Ul arrow system for a game arrowVector = objective.position - player.position" }, { "page_index": 19, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_007.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_007.png", "page_index": 19, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:23:42+07:00" }, "raw_text": "LENGTH, UNIT VECTOR NORMALIZATION Length (magnitude a=vax2+ 2 Unit Vector: ax a= 7]" }, { "page_index": 20, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_008.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_008.png", "page_index": 20, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:23:45+07:00" }, "raw_text": "SCALAR MULTIPLICATION s.a=(s-ax, s-ay,s-az a 2 . a -1 : a 8" }, { "page_index": 21, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_009.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_009.png", "page_index": 21, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:23:48+07:00" }, "raw_text": "DOT PRODUCT a.b=ax-bx+ay by+azbz a.6=al cos a-b 9= arccos [9]" }, { "page_index": 22, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_010.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_010.png", "page_index": 22, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:23:51+07:00" }, "raw_text": "DOT PRODUCT a.b=b.a 6 a.(b+)=a.b+a. a A a a.(6.2)=(a.b). 0 = arccos(a . b) a.b (a) (b) Angle between unit vectors(a),and scalar projection(b) 10" }, { "page_index": 23, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_011.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_011.png", "page_index": 23, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:23:56+07:00" }, "raw_text": "SAMPLE PROBLEM: VECTOR REFLECTION TS 1S n n v'=2s- v (a) (b) Ts 1S S n(-h.n n V1 $=v+n(-v.n 11 (c) (d)" }, { "page_index": 24, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_012.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_012.png", "page_index": 24, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:23:59+07:00" }, "raw_text": "SAMPLE PROBLEM: VECTOR REFLECTION v'=23-v s=v+n(-v.n) v'=2(i+n(-v.n))-v v'=2v+2n(-v.n)-v v'=v-2n(v.n) 12" }, { "page_index": 25, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_013.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_013.png", "page_index": 25, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:24:02+07:00" }, "raw_text": "CROSS PRODUCT c=axb a x b1 a x b a 6 axb=-bxa a (a) (b) 13 Cross product (a), and right-hand rule(b)" }, { "page_index": 26, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_014.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_014.png", "page_index": 26, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:24:05+07:00" }, "raw_text": "CROSS PRODUCT =axb=(aybz-azby,azbx-axbz,axby-aybx) B u = B - A v=C-A n=uxv n = normalize(n) 14 A C" }, { "page_index": 27, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_015.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_015.png", "page_index": 27, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:24:07+07:00" }, "raw_text": "SAMPLE PROBLEM: ROTATING A 2D CHARACTER E C P 15" }, { "page_index": 28, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_016.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_016.png", "page_index": 28, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:24:10+07:00" }, "raw_text": "LINEARINTERPOLATION Lerp(a,b,f)=(1-f).a+f.b 75 6 0.25 0.5 a 16" }, { "page_index": 29, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_017.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_017.png", "page_index": 29, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:24:14+07:00" }, "raw_text": "COORDINATE SYSTEMS +y +y +2 +a +x +2 (a) (b) Sample right-handed(a) and left-handed (b) coordinate systems 17" }, { "page_index": 30, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_018.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_018.png", "page_index": 30, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:24:17+07:00" }, "raw_text": "MATRIX b a c A= d e f h g A1,1 A1,2 A1,3 A= A2,1 A2,2 A2,3 A3,1 A3,2 A3,3 18]" }, { "page_index": 31, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_019.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_019.png", "page_index": 31, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:24:21+07:00" }, "raw_text": "ADDITION b j k a+j b+k c+1 a c d e f + d+m f+o m n 0 e+n h g p h+q q r i+r g+p 19" }, { "page_index": 32, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_020.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_020.png", "page_index": 32, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:24:25+07:00" }, "raw_text": "SCALAR MULTILICATION 6 s-6 a c s-a 5-c d s·d s-e s-f 5- e h ii s·g s-h g s-i 20" }, { "page_index": 33, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_021.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_021.png", "page_index": 33, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:24:30+07:00" }, "raw_text": "MULTILICATION C1,1 C1,2 C1,3 C1,4 A1,4 B1,1 A1,1 A1,2 B1,2 B1,3 B1,4 C2,1 C2,2 C2,3 C2,4 A2,1 A2,2 A2,3 A2,4 B2,1 B2,2 B2,3 B2,4 X C3,1 C3,3 C3,4 A3,1 A3,2 A3,3 A3,4 B3,1 C3,2 B3,2 B3,3 B3,4 C4,1 C4,2 C4,3 C4,4 A4,1 A4,2 A4,3 A4,4 B4,1 B4,2 B4,3 B4,4 C1,1=A,1B1,1+A,2-B2,1+A1,3-B3,1+A,4·B4,1 AxBBXA Ax(B+C)=AxB+AxC Ax(BxC)=(AxB)xC 21" }, { "page_index": 34, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_022.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_022.png", "page_index": 34, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:24:33+07:00" }, "raw_text": "INVERSE : I: identity matrix 22" }, { "page_index": 35, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_023.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_023.png", "page_index": 35, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:24:36+07:00" }, "raw_text": "TRANSPOSE b d a c a 9 d e b h e h i g c 23" }, { "page_index": 36, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_024.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_024.png", "page_index": 36, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:24:40+07:00" }, "raw_text": "TRANSFORMING 3D VECTORS BY MATRICES d a g x' y' z x y z 6 e h f c - x'=x·a+y.b+z·c y=x-d+y·e+z·f x b a c x d e f X y h g - z x=a·x+b·y+c·z 844 24" }, { "page_index": 37, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_025.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_025.png", "page_index": 37, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:24:43+07:00" }, "raw_text": "PHYSICS Plane Ray, and Line Segment Collision Geometry Physics-based Movement Physics Middleware 25" }, { "page_index": 38, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_026.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_026.png", "page_index": 38, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:24:45+07:00" }, "raw_text": "PLANE P.n+d=0 B struct Plane Vector3 normal float d end 1 26" }, { "page_index": 39, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_027.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_027.png", "page_index": 39, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:24:48+07:00" }, "raw_text": "RAYS AND LINE SEGMENTS R(t)=Ro+Vt struct RayCast Vector3 startPoint Vector3 endPoint end 27" }, { "page_index": 40, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_028.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_028.png", "page_index": 40, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:24:51+07:00" }, "raw_text": "COLLISION GEOMETRY What is it??? Why do we use it? 28" }, { "page_index": 41, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_029.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_029.png", "page_index": 41, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:24:54+07:00" }, "raw_text": "BOUNDING SPHERE class BoundingSphere Vector3 center float radius end 29" }, { "page_index": 42, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_030.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_030.png", "page_index": 42, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:24:57+07:00" }, "raw_text": "AXIS-ALIGNED BOUNDING BOX +y class AABB2D Vector2 min Vector2 max end +x +y 30 +x" }, { "page_index": 43, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_031.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_031.png", "page_index": 43, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:24:59+07:00" }, "raw_text": "CAPSULE struct Capsule2D Vector2 startPoint Vector2 endPoint float radius end 31" }, { "page_index": 44, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_032.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_032.png", "page_index": 44, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:25:02+07:00" }, "raw_text": "CONVEX POLYGONS 32" }, { "page_index": 45, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_033.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_033.png", "page_index": 45, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:25:04+07:00" }, "raw_text": "LIST OF COLLISION GEOMETRIES ??? 33" }, { "page_index": 46, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_034.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_034.png", "page_index": 46, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:25:07+07:00" }, "raw_text": "COLLISION DETECTION Sphere versus Sphere Intersection AABB versus AABB Intersection Line Segment versus Plane Intersection Line Segment versus Triangle Intersection Sphere versus Plane Intersection Swept Sphere Intersection Collision Response Optimizing Collisions 34" }, { "page_index": 47, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_035.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_035.png", "page_index": 47, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:25:10+07:00" }, "raw_text": "SPHERE VERSUS SPHERE INTERSECTION B 2 B 'Tb Tb 1A-B2<(ra+rb)2 llA-B2 >(ra +rb)2 (a) (b) Two spheres intersect(a) and do not intersectb) 35" }, { "page_index": 48, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_036.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_036.png", "page_index": 48, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:25:15+07:00" }, "raw_text": "AABB VERSUS AABB INTERSECTION A.max B.max A.max B.max A A B B A.min A.min B.min B.min 1A.max.x rc" }, { "page_index": 52, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_040.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_040.png", "page_index": 52, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:25:28+07:00" }, "raw_text": "Swept Sphere Intersection Bullet through paper problem t=1 t=0 Swept Sphere Intersection t=0 t=1 40 t=0" }, { "page_index": 53, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_041.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_041.png", "page_index": 53, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:25:31+07:00" }, "raw_text": "b2-4ac<0 b2-4ac > 0 No Intersection Full intersection b2-4ac=0 41" }, { "page_index": 54, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_042.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_042.png", "page_index": 54, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:25:34+07:00" }, "raw_text": "COLLISIONRESPONSE Read chapter 7 [1] 42" }, { "page_index": 55, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_043.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_043.png", "page_index": 55, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:25:36+07:00" }, "raw_text": "OPTIMIZING COLLISIONS Read chapter 7 [1] 43" }, { "page_index": 56, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_044.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_044.png", "page_index": 56, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:25:38+07:00" }, "raw_text": "PHYSICS-BASED MOVEMENT Overview F = m.a dr v(t) = dt dv a(t)= dt Problem??? 44" }, { "page_index": 57, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_045.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_045.png", "page_index": 57, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:25:41+07:00" }, "raw_text": "ISSUES WITH VARIABLE TIME STEPS A3 A2 A1 Ao 45" }, { "page_index": 58, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_046.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_046.png", "page_index": 58, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:25:45+07:00" }, "raw_text": "EULER AND SEMI-IMPLICIT EULER INTEGRATION class PhysicsObject // List of all the force vectors active on this object List forces Vector3 acceleration, velocity, position float mass function Update(float deltaTime Vector3 sumOfForces forces in forces acceleration = sumOfForces mass // Euler Integration position += velocity * deltaTime velocity += acceleration * deltaTime end end 46" }, { "page_index": 59, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_047.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_047.png", "page_index": 59, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:25:50+07:00" }, "raw_text": "VELOCITY VERLET INTEGRATION function Update(float deltaTime) Vector3 sumOfForces sum of forces in forces = // Velocity Verlet Integration Vector3 avgVelocity = velocity + acceleration * deltaTime / 2.0f // Position is integrated with the average velocity position += avgVelocity * deltaTime // Calculate new acceleration and velocity acceleration = sumOfForces / mass velocity = avgVelocity + acceleration * deltaTime / 2.0f end 47" }, { "page_index": 60, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_048.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_048.png", "page_index": 60, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:25:53+07:00" }, "raw_text": "PHYSICS MIDDLEWARE 3D: PhysX 2D: Box2D 48" }, { "page_index": 61, "chapter_num": 1, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_049.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_1/slide_049.png", "page_index": 61, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:25:56+07:00" }, "raw_text": "MORE READING Lengyel, Eric. Mathematics for 3D Game Programming and Computer Graphics (Third Edition) . Boston: Course Technology, 2012 Ericson, Christer. Real-time Collision Detection . San Francisco: Morgan Kaufmann, 20o5 Fielder, Glenn. Gaffer on Games - Game Physics http://gafferongames.com/game-physics/ 49" }, { "page_index": 62, "chapter_num": 2, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_001.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_001.png", "page_index": 62, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:25:59+07:00" }, "raw_text": "2D GRAPHICS Vuong Ba Thinh Department of CS -CSE Faculty - HCMUT 1" }, { "page_index": 63, "chapter_num": 2, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_002.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_002.png", "page_index": 63, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:26:01+07:00" }, "raw_text": "Outline Sprites Scrolling Tile Maps [2 ]" }, { "page_index": 64, "chapter_num": 2, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_003.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_003.png", "page_index": 64, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:26:05+07:00" }, "raw_text": "Sprite Sprite: A sprite is a 2D visual object within the game world that can be drawn using a single image on any given. Framework: SDL, XNA, Cocos2d Format: class Sprite pNG:less space ImageFile image int drawOrder TGA: native int x, y PVR:iOS function Draw( // Draw the image at the correct (x,y) end end 3]" }, { "page_index": 65, "chapter_num": 2, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_004.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_004.png", "page_index": 65, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:26:10+07:00" }, "raw_text": "Sprite SortedList spriteList // When creating a new s sprite... Sprite newSprite specify image and desired x/y = newSprite.drawOrder = set desired draw order value // Add to sorted list based on draw order value spriteList.Add(newSprite.drawOrder, i newSprite) // When it's time to draw... foreach Sprite s in spriteList s.Draw() loop 4" }, { "page_index": 66, "chapter_num": 2, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_005.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_005.png", "page_index": 66, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:26:15+07:00" }, "raw_text": "Animating Sprite x X struct AnimFrameData // The index of the first frame of ana animation int startFrame // The total number of frames for said animation int numFrames end struct AnimData 1/ Array of images for all the animations ImageFile images[] // The frame data for all the different animations AnimFrameData frameInfo[] end 5]" }, { "page_index": 67, "chapter_num": 2, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_006.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_006.png", "page_index": 67, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:26:22+07:00" }, "raw_text": "Animating Sprite class AnimatedSprite inherits Sprite // All of the animation data (includes ImageFiles and FrameData AnimData animData // The particular animation that is active int animNum // The frame number of the active animation that's being displayed int frameNum // Amount of time the current frame has been displayed float frameTime // The FPS the animation is running at (24FPS by default). float animFPS = 24.0f function Initialize(AnimData myData, int startingAnimNum) function UpdateAnim(float deltaTime) function ChangeAnim(int num) end [6 ]" }, { "page_index": 68, "chapter_num": 2, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_007.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_007.png", "page_index": 68, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:26:27+07:00" }, "raw_text": "Animating Sprite function AnimatedSprite.Initialize(AnimData i myData, int startingAnimNum animData = myData ChangeAnim(startingAnimNum) end function AnimatedSprite.ChangeAnim(int num) animNum = num // The active animation is now at frame 0 and 0.0f time frameNum = 0 animTime = 0.0f // Set active image, which is just the starting frame. int . imageNum = animData.frameInfo[animNum] .startFrame image = animData.images[imageNum] 7] end" }, { "page_index": 69, "chapter_num": 2, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_008.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_008.png", "page_index": 69, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:26:34+07:00" }, "raw_text": "Animating Sprite function AnimatedSprite.UpdateAnim(float deltaTime) // Update how long the current frame has been displayed frameTime += deltaTime // This check determines if it's time to change to the next frame. if frameTime > (1 / animFPS) 11 The number of frames to increment is the integral result of 1/ frameTime / (1 / animFPS), which is frameTime * animFPS frameNum += frameTime * animFPS // Check if we've advanced past the last frame, and must wrap. if frameNum >= : animData.framelnfo[animNum].numFrames // The modulus (% makes sure we wrap correctly. // (Eg. If numFrames == 10 and frameNum == 11, frameNum would /1 wrap to 11 % 10 = 1). frameNum = frameNum % animData.frameInfo[animNum].numFrames end 8" }, { "page_index": 70, "chapter_num": 2, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_009.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_009.png", "page_index": 70, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:26:38+07:00" }, "raw_text": "Animating Sprite // Update the active image. // (startFrame is relative to all the images, while frameNum is // relative to the first frame of this particular animation) . int imageNum = animData.frameInfo[animNum].startFrame + frameNum image = animData.images[imageNum] // We use fmod (floating point modulus for the same reason // as the % above. frameTime = fmod(frameTime, 1 / animFPS) end end [9 ]" }, { "page_index": 71, "chapter_num": 2, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_010.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_010.png", "page_index": 71, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:26:41+07:00" }, "raw_text": "Sprite Sheet Tool: TexturePacker 2 (b) 10 ] (a)" }, { "page_index": 72, "chapter_num": 2, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_011.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_011.png", "page_index": 72, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:26:43+07:00" }, "raw_text": "Scrolling Game List 3 games??? 11" }, { "page_index": 73, "chapter_num": 2, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_012.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_012.png", "page_index": 73, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:26:47+07:00" }, "raw_text": "Single-Axis Scrolling Jetpack Joyride 0289M 0540 12" }, { "page_index": 74, "chapter_num": 2, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_013.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_013.png", "page_index": 74, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:26:52+07:00" }, "raw_text": "Background Sprite List const int screenwidth = 960 // An iPhone 4/4S sideways is 960x640 // All the screen-sized image backgrounds string backgrounds[] \"bgl.png\", \"bg2.png\", /*...*/} // The total number of screen-sized images horizontally int hCount = 0 foreach string s in backgrounds Sprite bgSprite bgSprite.image.Load(s) // 1st screen would be x=0, 2nd x=960, 3rd x=1920, : bgSprite.x = hCount * screenwidth bgSprite.y = 0 bgSpriteList.Add(bgSprite) screencount++ loop 13" }, { "page_index": 75, "chapter_num": 2, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_014.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_014.png", "page_index": 75, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:26:59+07:00" }, "raw_text": "Clamp Algorithm // camera.x is player.x as long as its clamped within the valid range clamp(player.x, screenWidth / 2, camera.x = hCount * : Iterator i = bgSpriteList.begin() while i != bgSpriteList.end() Sprite s = i.value( // find the first bg image to draw if (camera.x s.x) < screenwidth // Image 1 : s.x 0, = camera.x 480, screenWidth/2 =480 // 0 480 + 480 = 0 draw s at (s.x camera.x + screenwidth/2, 0 // draw the bg image after this, since it might also be visible i++ s = i.value() draw s at (s.x camera.x + screenwidth/2, 0) break end 14 i++ loop" }, { "page_index": 76, "chapter_num": 2, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_015.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_015.png", "page_index": 76, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:27:01+07:00" }, "raw_text": "Infinite Scrolling 15" }, { "page_index": 77, "chapter_num": 2, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_016.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_016.png", "page_index": 77, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:27:04+07:00" }, "raw_text": " Scrolling Parallax 16]" }, { "page_index": 78, "chapter_num": 2, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_017.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_017.png", "page_index": 78, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:27:07+07:00" }, "raw_text": "4-ways Scrolling (0,0) (1920,0) POLICE (0,1280) 1920,1280 17" }, { "page_index": 79, "chapter_num": 2, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_018.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_018.png", "page_index": 79, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:27:12+07:00" }, "raw_text": "4-ways Scrolling // This assumes we have an 2D array [row] [column] of all the segments for int i=0, 1 < vCount, i++ // Is this the correct row? if (camera.y segments[i] [0].y screenHeight - for int // Is this the correct column? if (camera.x segments[i] [j].x < screenwidth // This is the top left visible segment end loop end loop 18" }, { "page_index": 80, "chapter_num": 2, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_019.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_019.png", "page_index": 80, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:27:16+07:00" }, "raw_text": "Tile Maps 0001300 [19 ] $x3 x0 Jazz Jackrabbit 2" }, { "page_index": 81, "chapter_num": 2, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_020.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_2/slide_020.png", "page_index": 81, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:27:20+07:00" }, "raw_text": "Tile Maps // Basic level file format 5,5 0,0,1,0,0 0,1,1,1,0 class Level 1,1,2,1,1 const int tileSize = 32 0,1,1,1,0 int width, height 0,0,1,0,0 int tiles[][] function Draw() end function Draw() for int row = 0, row < height, row++ for int col = 0, col < width, col++ // Draw tiles[row][col] at (col*tileSize, row*tileSize) loop loop end 20" }, { "page_index": 82, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_001.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_001.png", "page_index": 82, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:27:23+07:00" }, "raw_text": "ARTIFICIAL INTELLIGENCE IN GAME Vuong Ba Thinh Department of CS -CSE Faculty - HCMUT 1" }, { "page_index": 83, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_002.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_002.png", "page_index": 83, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:27:26+07:00" }, "raw_text": "Outline Real Al versus Game Al Path finding State-Based Behaviors Strategy and Planning [ 2 ]" }, { "page_index": 84, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_003.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_003.png", "page_index": 84, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:27:29+07:00" }, "raw_text": "'Real\" AI Game AI versus Real Al focus on ??? Game Al focus on ??? 3" }, { "page_index": 85, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_004.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_004.png", "page_index": 85, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:27:31+07:00" }, "raw_text": "Path finding Simple problem: A -> B Intelligently B. A" }, { "page_index": 86, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_005.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_005.png", "page_index": 86, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:27:34+07:00" }, "raw_text": "Representing the Search Space Turn-based strategy 2 Node: 0 Node: 3 Adjacency List: Adjacency List: {2} {1,2} Real time action 5" }, { "page_index": 87, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_006.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_006.png", "page_index": 87, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:27:37+07:00" }, "raw_text": "Representing the Search Space Grid of squares Path nodes Path nodes 22 nodes,41 edges" }, { "page_index": 88, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_007.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_007.png", "page_index": 88, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:27:40+07:00" }, "raw_text": "Representing the Search Space Navigation Mesh Advantages: ??? ??? Navigation Mesh 9 nodes,12 edges 7]" }, { "page_index": 89, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_008.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_008.png", "page_index": 89, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:27:44+07:00" }, "raw_text": "Admissible Heuristics h(x): Manhattan distance or Euclidean distance Manhattan Distance Euclidean Distance h(x) = 6 h(x=4.24 8 h(x) =start.x -end.x+start.y-end.y hx)=" }, { "page_index": 90, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_009.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_009.png", "page_index": 90, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:27:46+07:00" }, "raw_text": "Greedy Best First Search [ 9 ]" }, { "page_index": 91, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_010.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_010.png", "page_index": 91, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:27:49+07:00" }, "raw_text": "Greedy Best First Search h=5 h=5 h=4 h=3 h=2 h=5 h=5 h=4 10" }, { "page_index": 92, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_011.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_011.png", "page_index": 92, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:27:52+07:00" }, "raw_text": "A* Algorithm f(x) = h(x) + g(x) 1 g=1 h+5 g1 g+2 h=5 h=4 11" }, { "page_index": 93, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_012.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_012.png", "page_index": 93, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:27:54+07:00" }, "raw_text": "Dijkstra's Algorithm f(x) =??? 12" }, { "page_index": 94, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_013.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_013.png", "page_index": 94, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:27:56+07:00" }, "raw_text": "State-Based Behaviors State Machines for Al Implementation State Design Pattern (Reading exercise 13" }, { "page_index": 95, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_014.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_014.png", "page_index": 95, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:28:01+07:00" }, "raw_text": "State Machines for AI Example: Stealth game Patrol Killed? Player found? Patrol Killed Death Heara sound? See Player Nothing Killed? Death Attack Investigate See Player Alert 75% 25% Lost Player Attack Alarm Complete 14" }, { "page_index": 96, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_015.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_015.png", "page_index": 96, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:28:04+07:00" }, "raw_text": "State Machines for AI PACMAN: http://gameinternals.com/post/2072558330/understanding- pac-man-ghost-behavior 15" }, { "page_index": 97, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_016.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_016.png", "page_index": 97, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:28:08+07:00" }, "raw_text": "Implementation enum AIstate Patrol, Death, Attack end function AIController.Update(float deltaTime) if state == Patrol // Perform Patrol actions else if state ==Death // Perform Death actions else if state == Attack // Perform Attack actions end end 16]" }, { "page_index": 98, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_017.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_017.png", "page_index": 98, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:28:13+07:00" }, "raw_text": "Implementation function AIController.SetState(AIState newState) // Exit actions if state == Patrol // Exit Patrol state else if state == Death // Exit Death state else if state == Attack // Exit Attack state end state = newState // Enter actions if state == Patrol // Enter Patrol state else if state == Death // Enter Death state else if state == Attack 17 // Enter Attack state end end" }, { "page_index": 99, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_018.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_018.png", "page_index": 99, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:28:17+07:00" }, "raw_text": "BEHAVIOR TREE .Sequence Fallback -Stops at the first child -Stops at the first child that returns failure or that returns success or running (read \"and\") running (read \"or\") -Tick (going down) .Success (up) .Running (up) 1 .Failure (up) Eat Eat Sandwich Apple Open Eat Banana Banana 18" }, { "page_index": 100, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_019.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_019.png", "page_index": 100, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:28:20+07:00" }, "raw_text": "BEHAVIOR TREE Interruptions -Tick (going down) .Success(up) -Running (up) -Failure (up) Run No Alarm Away Eat Eat Sandwich Apple Open Eat Banana Banana 19" }, { "page_index": 101, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_020.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_020.png", "page_index": 101, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:28:24+07:00" }, "raw_text": "BEHAVIOR TREE Door is open Has Thin Open door Person Ask Person to Brake door Has Key with key Nearby open door Crowbar Door open 20" }, { "page_index": 102, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_021.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_021.png", "page_index": 102, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:28:28+07:00" }, "raw_text": "Decision Tree -> BT Ghost Close Eat Pills yes no Eat Pills Ghost Ghost Scared Close yes no Avoid Ghost Chase Avoid Ghost Ghost Ghost Chase Scared Ghost 21" }, { "page_index": 103, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_022.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_022.png", "page_index": 103, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:28:30+07:00" }, "raw_text": " and Planning Strategy Strategy ??? Planning ??? 22" }, { "page_index": 104, "chapter_num": 3, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_023.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_3/slide_023.png", "page_index": 104, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:28:33+07:00" }, "raw_text": "More References Page 202 in [1] 23" }, { "page_index": 105, "chapter_num": 4, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_001.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_001.png", "page_index": 105, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:28:35+07:00" }, "raw_text": "NETWORKED GAME Vuong Ba Thinh Department of CS -CSE Faculty - HCMUT 1" }, { "page_index": 106, "chapter_num": 4, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_002.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_002.png", "page_index": 106, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:28:37+07:00" }, "raw_text": "Outline Protocols Topology Cheating [2]" }, { "page_index": 107, "chapter_num": 4, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_003.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_003.png", "page_index": 107, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:28:39+07:00" }, "raw_text": "Protocol IP ICMP TCP UDP 3]" }, { "page_index": 108, "chapter_num": 4, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_004.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_004.png", "page_index": 108, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:28:43+07:00" }, "raw_text": "IP 32 bits 8 bits 16 bits 1 Version/IHL Type of Service Length Identification Flags and Offset IP Header Time to Live Protocol Checksum (20 bytes) Source IP Address Destination IP Address Data (x+ bytes) Data..." }, { "page_index": 109, "chapter_num": 4, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_005.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_005.png", "page_index": 109, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:28:47+07:00" }, "raw_text": "ICMP 32 bits 8 bits 16 bits 1 Version/IHL Type of Service Length Identification Flags and Offset IP Header Time to Live Protocol Checksum (20 bytes) Source IP Address Destination IP Address ICMP Header Type=8 Code=0 Checksum (8 bytes) Identifier Sequence Number Data (x+ bytes) Data... (timestamp) 5]" }, { "page_index": 110, "chapter_num": 4, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_006.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_006.png", "page_index": 110, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:28:51+07:00" }, "raw_text": "TCP Send Packet A (timeout) Send Packet A Acknowledge Packet A Sender Receiver Send PacketA Send Packet B Send Packet C Acknowledge Packet A Acknowledge Packet C CIC (timeout) Sender Send Packet B Receiver Acknowledge Packet B" }, { "page_index": 111, "chapter_num": 4, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_007.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_007.png", "page_index": 111, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:28:56+07:00" }, "raw_text": "(header) TCP 32 bits 8 bits 16 bits 1 Version/IHL Type of Service Length Identification Flags and Offset IP Header Time to Live Protocol Checksum (20 bytes) Source IP Address Destination IP Address Source Port Destinaton Port Sequence Number TCP Acknowledgement Number Header Offset Reserved Flags Window (20 bytes) Checksum Urgent Pointer Options Padding [7] Data (x+ bytes) Data..." }, { "page_index": 112, "chapter_num": 4, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_008.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_008.png", "page_index": 112, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:29:00+07:00" }, "raw_text": "UDP 32 bits 8 bits 16 bits Version/IHL Type of Service Length Identification Flags and Offset IP Header Time to Live Protocol Checksum (20 bytes) Source IPAddress Destination IP Address UDP Source Port Destination Port Header (8) Length Checksum Data (x+ bytes) Data... 8" }, { "page_index": 113, "chapter_num": 4, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_009.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_009.png", "page_index": 113, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:29:02+07:00" }, "raw_text": "Network Topology Server/Client Peer to peer [9 ]" }, { "page_index": 114, "chapter_num": 4, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_010.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_010.png", "page_index": 114, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:29:07+07:00" }, "raw_text": "Server /Client ClientA Bandwidth Client F Client B Processing power 0 Client Prediction Client E Client C Server Host advantage 1 Client D Gears of war Predict frames in between. Position B from Server 10 Position A from Server" }, { "page_index": 115, "chapter_num": 4, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_011.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_011.png", "page_index": 115, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:29:10+07:00" }, "raw_text": "Peer-to-Peer RTS : lockstep PeerA Halo Peer D Peer B Peer C 11" }, { "page_index": 116, "chapter_num": 4, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_012.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_012.png", "page_index": 116, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:29:13+07:00" }, "raw_text": "Cheating Information Cheat Example: spy character, map Game State Cheat Man-in-the-middle attack 12" }, { "page_index": 117, "chapter_num": 4, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_013.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_4/slide_013.png", "page_index": 117, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:29:15+07:00" }, "raw_text": "More References Page 258 in [1] 13" }, { "page_index": 118, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_001.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_001.png", "page_index": 118, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:29:17+07:00" }, "raw_text": "3D GRAPHICS Vuong Ba Thinh Department of CS -CSE Faculty - HCMUT 1" }, { "page_index": 119, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_002.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_002.png", "page_index": 119, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:29:19+07:00" }, "raw_text": "Outline Polygons Coordinate Spaces Lighting and Shading Visibility World Transform [ 2 ]" }, { "page_index": 120, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_003.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_003.png", "page_index": 120, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:29:22+07:00" }, "raw_text": "Polygons Triangles Graphical artifact Mesh - Model 3D [3]" }, { "page_index": 121, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_004.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_004.png", "page_index": 121, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:29:25+07:00" }, "raw_text": "Coordinate Spaces Model View/Camera World Projection (a) (b) 4" }, { "page_index": 122, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_005.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_005.png", "page_index": 122, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:29:28+07:00" }, "raw_text": "s Coordinate Homogenous Coordinate: 4D coordinate is used for 3D space w-component: 1: vector 0: point 5" }, { "page_index": 123, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_006.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_006.png", "page_index": 123, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:29:32+07:00" }, "raw_text": "Transform 4D vector Multiply with 4x4 matrix a e m 6 f J n \"' y' t' w' x y z W k c g 0 d h / p x=x·a+y·b+z·c+w·d y=x·e+y·f+z·g+w·h 6" }, { "page_index": 124, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_007.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_007.png", "page_index": 124, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:29:35+07:00" }, "raw_text": "Transform Matrices Scale Translation Rotation [7]" }, { "page_index": 125, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_008.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_008.png", "page_index": 125, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:29:39+07:00" }, "raw_text": "Scale matrix 0 0 0 Sx 0 0 0 sy s(sx1Sy,sz)= 0 0 5z 0 0 0 0 1 8" }, { "page_index": 126, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_009.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_009.png", "page_index": 126, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:29:42+07:00" }, "raw_text": "Translation Matrix 1 0 0 0 0 1 0 0 T(tx, ty, tz)= 0 0 1 0 [ 9 ]" }, { "page_index": 127, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_010.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_010.png", "page_index": 127, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:29:48+07:00" }, "raw_text": "Rotation Matrix 1 0 0 O 0 cose -sine 0 RotateX(0)= 0 sino cos0 0 0 0 0 1 cos0 0 sine O O 1 0 0 RotateY(0)= -sine 0 cos0 0 0 0 0 1 cos0 -sin0 0 0 sine cose 0 0 RotateZ(0)= 0 0 1 0 0 0 0 1 10 ]" }, { "page_index": 128, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_011.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_011.png", "page_index": 128, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:29:51+07:00" }, "raw_text": "Multiple Transform WorldTransform=ScalexRotationxTranslation Translation Rotation Figure 4.3An object translated and then rotated about the world's origin instead of about its 11 own origin." }, { "page_index": 129, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_012.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_012.png", "page_index": 129, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:29:55+07:00" }, "raw_text": "/Camera Space View Ux Fx Lx 0 Ly Uy Fy 0 Look-At= Uz F2 0 Tx Ty Tz 1 samera 12 Worid SpaceOrigin" }, { "page_index": 130, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_013.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_013.png", "page_index": 130, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:30:00+07:00" }, "raw_text": "View /Camera Space function CreateLookAt(Vector3 eye, Vector3 target, Vector3 Up) Vector3 F = Normalize(target - eye) Vector3 Normalize(CrossProduct(Up, F)) = Vector3 U = CrossProduct(F, L) Vector3 T T.X -DotProduct(L, eye) = T.Y = -DotProduct(U, eye) T.z -DotProduct(F, eye) = // Create and return look-at matrix from F, L, U, and T end 13" }, { "page_index": 131, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_014.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_014.png", "page_index": 131, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:30:03+07:00" }, "raw_text": "Projection Space 3D scene gets flattened into 2D scene Orthographic projection Perspective projection 14" }, { "page_index": 132, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_015.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_015.png", "page_index": 132, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:30:05+07:00" }, "raw_text": "Orthographic Projection Near Far plane plane 15" }, { "page_index": 133, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_016.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_016.png", "page_index": 133, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:30:08+07:00" }, "raw_text": "Orthographic Projection 16" }, { "page_index": 134, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_017.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_017.png", "page_index": 134, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:30:12+07:00" }, "raw_text": "Orthographic Projection 2 0 0 0 width 2 0 0 0 height Orthographic= 1 0 0 0 far-near near 0 0 1 near-far 17" }, { "page_index": 135, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_018.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_018.png", "page_index": 135, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:30:15+07:00" }, "raw_text": "Perspective Projection 0= FOV Near plane Far (a) plane 18" }, { "page_index": 136, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_019.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_019.png", "page_index": 136, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:30:17+07:00" }, "raw_text": "Perspective Projection 19" }, { "page_index": 137, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_020.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_020.png", "page_index": 137, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:30:22+07:00" }, "raw_text": "Perspective Projection yScale = cot(fov /2) height xScale= yScale width xScale 0 0 0 0 yScale 0 0 far Perspective= 0 0 1 far-near -near-far 0 0 0 far-near 20]" }, { "page_index": 138, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_021.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_021.png", "page_index": 138, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:30:26+07:00" }, "raw_text": "World Transform issues Memory Rotation +y +x[+y +z +2 +x A 9o° rotation about the z-axis causes gimbal lock 21" }, { "page_index": 139, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_022.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_022.png", "page_index": 139, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:30:30+07:00" }, "raw_text": "Quaternion Rotate about an axis 2 quaternions can easily be interpolated between. Lerp Slerp qv =asin- 2 q =[qv, qs B qs = cos- 2 Rotate by q then p => calcute pq. Grassmann product: (pq)v=Ps9v+9sPv+ Pv X9v (pq)s=Ps9s-Pv9v Quaternion -> Matrix??? 22" }, { "page_index": 140, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_023.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_023.png", "page_index": 140, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:30:33+07:00" }, "raw_text": "Lighting Reading 23]" }, { "page_index": 141, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_024.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_024.png", "page_index": 141, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:30:35+07:00" }, "raw_text": "Shading Reading 24" }, { "page_index": 142, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_025.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_025.png", "page_index": 142, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:30:37+07:00" }, "raw_text": "Visibility Painter's Alg Z-buffering 25 Scene Z-Buffer" }, { "page_index": 143, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_026.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_026.png", "page_index": 143, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:30:42+07:00" }, "raw_text": "3D Game Object Representation class 3DGameObject Quaternion rotation Vector3 position float scale function GetWorldTransform() // Order matters! Scale, rotate, translate. Matrix temp= CreateScale(scale) CreateFromQuaternion(rotation) * CreateTranslation(position) return temp end end 26" }, { "page_index": 144, "chapter_num": 5, "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_027.png", "metadata": { "doc_type": "slide", "course_id": "CO3045", "source_file": "/workspace/data/converted/CO3045_Game_Progamming/Chapter_5/slide_027.png", "page_index": 144, "language": "en", "ocr_engine": "PaddleOCR 3.2", "extractor_version": "1.0.0", "timestamp": "2025-10-31T20:30:44+07:00" }, "raw_text": "More Ref Page 92 in [1] 27" } ] }