February 2003

Dr. Ian Parberry and UNT's Laboratory for Recreational Computing (LARC)

In December, a couple of GIGnews editors had the opportunity to "judge" game demos created by students at the University of North Texas’ Laboratory for Recreational Computing (LARC). LARC was established in the Department of Computer Sciences at the UNT by Dr. Ian Parberry in 1993 to train students as game programmers. The Laboratory is a crucible for creativity and originality, and stresses extracurricular educational activity, cooperative learning, and group activity on large programming projects. Impressed by the quality of the demos and the students, we sat down with Dr. Parberry for a quick Q&A. Dr. Parberry spent his childhood in England and his teenage years in Australia, returning to England for his PhD in 1984. He was an Assistant Professor at Penn State University for six years, arriving at the University of North Texas in 1990 where he is now a tenured Full Professor of Computer Science. He is the author of six books, three of them on game programming, and several dozen articles in academic publications. His latest book releases are 3D Math Primer for Graphics and Game Development: Theory and Practice in C++ and Introduction to Computer Game Programming with DirectX 8.0.

Q: When and how was the program started?

A: We don't officially have a "program". What we have are a couple of game programming courses that any undergraduate Computer Science student can take. These courses, when added to standard "BS in CS" courses such as C++ programming, graphics, and networking, prepare a student for a job in the game industry.

I started teaching the first course in 1993, back in the DOS days. We've come a long way since then, but I like to think we have the longest continually-operating game programming class. Here's how it happened. One evening, I walked by the General Access Computer Lab on my way out of the building and noticed that the usual group of students playing games were absent. Instead, there was a sign on the wall saying something like "The Playing of Games in the General Access Lab is Banned." This kind of "Dilbert Decision" is one that always annoys me - a rule made by administrators to make their lives easy. The desired result is to make sure that students don't play games when other students are waiting in line for computers to finish their homework assignments, but it is so much easier to ban games altogether than to constantly have to confront students who either by accident or design continue playing into busy periods.

This dislike of arbitrary rules and a general feeling of restlessness drove me to talk to some of these students who seemed addicted to games. After a few minutes' conversation, I quickly learned that, more than playing games, these students wanted to write their own games. The problem was, in 1993 there was almost no published material on game programming - almost no books, and no information on the fledgling World Wide Web. That was a "Eureka!" moment for me. I signed up to teach an experimental course on game programming, with the idea that the students would help me research the area and we would learn together. The course was a wild success, and the rest, as they say, is history.

Q: What was UNT's initial feeling on the program?

A: I was a little surprised that the administration were very positive about what I was doing. In retrospect I realize that they liked the publicity. My colleagues however have been mostly negative. I've been accused of having too much of a "trade school" mentality, and my annual evaluations have suffered as a result. If I didn't have tenure, I wouldn't have been able to continue in the face of so much opposition.

Q: How does the school feel today?

A: UNT has undergone almost a complete change of administration since 1993. Now the feedback I get is more negative. The faculty are under a lot of pressure to bring in more external funding, and the game industry is still immature - unlike other areas of the computing industry it has not yet realized that to get the best employees they must invest in higher education instead of relying on the students themselves and the states to fund innovative programs. The students, however, love it.

Q: What is covered in the program?

A: I teach two courses. The first is on 2D game programming. The students get to write game demos in groups with art students. The second, advanced course covers 3D and network game programming. Both classes use DirectX.

Q: About how many students per semester?

A: The 2D class generally gets 35-40 students per year. The 3D class generally gets about 15-25 students.

Q: Any particular success stories?

A: You can read about some of our alumni at http://larc.csci.unt.edu/alumni.html. They're all success stories as far as I am concerned.

Q: We noticed that your students seem very courteous and professional far beyond their years. Are social skills also addressed in class?

A: No, we don't have much time in class for anything other than technical training unfortunately. I can't take any credit for the politeness and professional demeanor of the students, although I do my best to act as a positive role model.

Q: Do students attend UNT specifically for this class?

A: Yes, in a recent entry survey completed by 30 students, 15 of them stated that the class had positively influenced their decision to attend UNT, and 4 of them stated that it was the only reason they are attending UNT.

Q: What do you think is the most important thing your students leave with?

A: I think the most important thing is that they leave with two game demos that showcase both their technical ability and their ability to complete a project in a group with other programmers and artists. I try to provide a competitive atmosphere and a lab setup that is pretty similar to what they will find in industry, so employers know that our job candidates will, in addition to having technical expertise, fit right in and be team players right from the start.

Q: Your books on game programming with Direct X have been highly successful. What prompted you to write them? Will there be another in the future?

A: I started writing books because I used to receive a lot of emails from people saying that they couldn't come to Texas to take my class, but they wanted my lecture notes. I decided that the best way to do that was to write books. Unfortunately, my colleagues at UNT have decided that books don't count as "professional activity", so I've been strongly encouraged to stop writing mass-market books that tens of thousands of people purchase and read, and to start writing academic papers that only get read by a few dozen people instead. I really need the paycheck, so after a few years of mediocre salary increases I think I may have to give in and write fewer books. Notice that I said "fewer books", not that I would give up entirely.

 

Books by
Ian Parberry

 Introduction to Computer Game Programming with Direct X 8.0 with Cdrom
Introduction to Computer Game Programming with Direct X 8.0 with Cdrom

3d Math Primer for Graphics and Game Development
3d Math Primer for Graphics and Game Development

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