WORKING WITH GAME ENGINES

SHE Level 2
SCQF Credit Points 20.00
ECTS Credit Points 10.00
Module Code M2I622940
Module Leader Hamid Homatash
School School of Computing, Engineering and Built Environment
Subject Applied Computer Games
Trimester
  • B (January start)

Pre-Requisite Knowledge

Introduction to Games Programming (or equivalent)

Summary of Content

This module describes the process of creating a game using an industry relevant game engine. By using a concurrent software framework, students will explore the use integrated development tools to facilitate the rapid development of a game. The module will describe high level game engine concepts and techniques for the game development process.

Syllabus

Game loop -359? Fixed step operations ? Variable step operations Game Engine Architecture -359? High Level ? Low Level 3D Graphics Pipeline -359? Geometry ? Materials ? Texture ? Lights 3D Animation -359? Properties and parameters ? Keyframes ? Events 3D Space Navigation -359? Local space vs world space ? Vector calculation ? Matrices ? Quaternions ? Waypoints Optimising with algorithms and data structures -359? Searching ? Sorting Programming GUI Types -359? Diegetic ? Non-diegetic ? Spatial ? Meta Game Events -359? Event notification ? Event Handling Networking in games -359? Client-server vs peer-peer ? Data serialization ? State synchronisation vs remote procedure calls ? Prediction and lag compensation

Learning Outcomes

On completion of this module, students should be able to:Describe low level and high level game engine architecture.Describe game objects and their positions, orientations, and trajectories within a 3D environment.Identify where game engine subsystems should be updated in the game loopDemonstrate the ability develop a game using an existing game engine with evidence of subsystem utilisation.

Teaching / Learning Strategy

The University 'Strategy for Learning' documentation has informed the learning and teaching strategy for this module. The module material will be introduced through lectures, while practical exercises, based on the lecture material, will be given to students for their laboratory sessions. Tutorials will be used to help explain and elaborate on both the lecture material and the laboratory exercises. Full use will be made of GCU Learn to provide Lecture-based and related study materials, along with sample solutions of Tutorial and Laboratory exercises, thus encouraging the development of independent learning and allowing self-reflective feedback on student performance. Staff-based feedback on student performance for submitted work will be provided in line with the University feedback policy, with summative feedback and grades on the coursework assessment utilising GCU Learn. The additional interactive discussion features of GCU Learn will be utilised, as appropriate to the module, to stimulate independent and flexible student learning outwith scheduled class time.

Indicative Reading

-359? Smith, M. and Queiroz, C. (2013) Unity 4.x Cookbook, Packt Publishing Hilyard, J. and Teilhet, S. (2007) C# 3.0 Cookbook Third Edition, O'Reilly Media Inc.

Transferrable Skills

D2 Critical thinking and problem solving D3 Critical analysis D4 Communication skills, written, oral and listening D5 Numeracy D6 Effective information retrieval and research skills D7 Computer literacy D8 Self confidence, self discipline & self reliance (independent working) D9 Awareness of strengths and weaknesses D10 Creativity, innovation & independent thinking D12 Appreciating and desiring the need for continuing professional development D13 Reliability, integrity, honesty and ethical awareness D15 Ability to prioritise tasks and time management

Module Structure

Activity Total Hours
Lectures (FT) 12.00
Independent Learning (FT) 122.00
Tutorials (FT) 12.00
Assessment (FT) 18.00
Practicals (FT) 36.00

Assessment Methods

Component Duration Weighting Threshold Description
Coursework 1 n/a 100.00 40% Practical based Assignment