GAMES PROGRAMMING 3

SHE Level 4
SCQF Credit Points 20.00
ECTS Credit Points 10.00
Module Code MHI622946
Module Leader Richard Holden
School School of Computing, Engineering and Built Environment
Subject Applied Computer Games
Trimester
  • A (September start)

Pre-Requisite Knowledge

Games Programming 2

Summary of Content

This module focuses on the multi-core architecture of modern video game hardware. This module also examines the programming strategies used to gain the maximum performance for Video Games on modern multi-core games hardware.

Syllabus

Multicore Paradigm Introduction to Hardware Architecture - Multi Core Video Game Console and Multi Core Desktop PCs; Challenges and Implications Multi Core Programming Techniques; Threading. Cloud Computing Definition of cloud computing; Gamming as a Service (GaaS); Any Device gaming; Techniques such as Virtualisation, resource allocation, distributed computing; Issues such as latency, frame rates etc. Databases Social Media API's including but not restricted to Facebook, Twitter, Google + etc. Networking and Multiplayer Client Server; protocols; Network Sessions; Split Screen; Multiple input.

Learning Outcomes

On completion of this module, students should be able to:Demonstrate an understanding of the multicore paradigm as it applies to video game development.Demonstrate an understanding of the uses of Networking and Multiplayer techniques for use in Games.Select and Apply applicable Networking and Multiplayer techniques to allow in Game connectivity.

Teaching / Learning Strategy

The university 'Strategy for Learning' documentation has informed the learning and teaching strategy for this module. The module's 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. All lecture, laboratory and tutorial material will be made available on GCU Learn and links will be provided to appropriate external material such as podcasts, MOOCs, videos and literature. During all lab and tutorial sessions students will receive formative feedback on their performance in undertaking the laboratory and tutorial exercises. Summative feedback and grades will also be provided for the coursework assignment undertaken as part of the module using GCU Learn. GCU Learn will also be used to provide the students with module specific forums and Wikis to stimulate student and lecturer interaction outwith the normal lecture, laboratory and tutorial sessions.

Indicative Reading

Akhter, S (2006) Multi-Core Programming, Intel Press McShaffry M,(2012), Game Coding Complete, 4 th Edition Loudon, K (2003) C++ Pocket Reference, O'Reilly Shreiner. D, Sellers. G, Kessenich, J. Licea-Kane. B,(2013) OpenGL Programming Guide: The Official Guide to Learning OpenGL Various Authors, (2000- 2010) Game Programming Gems Vol 1 -8, Charles River Media

Transferrable Skills

D1 Specialist knowledge and application D2 Critical thinking and problem solving D3 Critical analysis D4 Communication skills, written, oral and listening D8 Self confidence, self discipline & self reliance (independent working) D10Creativity, innovation & independent thinking D12 Appreciating and desiring the need for continuing professional development D15 Ability to prioritise tasks and time management D16 Interpersonal skills, team working and leadership D17 Presentation skills

Module Structure

Activity Total Hours
Tutorials (FT) 12.00
Lectures (FT) 12.00
Practicals (FT) 24.00
Independent Learning (FT) 132.00
Assessment (FT) 20.00

Assessment Methods

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