Module Special Admissions Requirements
Prior study of CE00371-4 and CE00882-4 or Introduction to Programming or equivalent
Module Resources
A personal computer with high-specification graphics card.
Development environment and API suitable for game programming.
Module Texts
David M. Bourg and Bryan Bywalec, Physics for Game Developers, Leverage Physics in Games and More O'Reilly, 2012. (ISBN: 978-1449392512)
David M. Bourg, Glenn Seemann, AI for Game Developers, O'Reilly, 2004. (ISBN: 0596005555)
David H. Eberly, Game Physics 2nd edition, Morgan Kaufmann, 2003. (ISBN: 978-0123749031)
Christopher D. Watkins, Applied Physics for Game Programmers: Creating Real-Time Simulations (Game Development Series), Charles River Media, 2004. (ISBN: 1584502738)
Rabin (ed.), AI Game Programming Wisdom 4, Charles River Media, 2008. (ISBN: 1584505230)
Russell & Norvig, AI: A Modern Approach, 3rd. Ed., Pearson, 2010. (ISBN: 978-0132071482)
XNA Game Studio Creator's Guide: An Introduction to XNA Game Programming, 2nd Ed, Stephen Cawood and Pat McGee, McGraw-Hill, 2009, ISBN: 978-0071614061
Aaron Reed, Learning XNA 4.0: Game Development for the PC, Xbox 360 and Windows Phone 7, O'Reilly Media, 2010, ISBN 978-1449394622
Module Indicative Content
- Sprite handling, animation, sound and user input using an appropriate API.
- How to incorporate game play, collision detection, artificial intelligence, scoring, game states and levels to create a complete game.
- 2D game techniques, scrolling, tiling, isometric games.
- Game development methodologies and documentation.
- Use of Object-Oriented programming techniques in games.
Review of fundamental mathematical concepts for games:
- Cartesian co-ordinates, Vectors
- Newton's laws of motion, Motion with constant velocity or constant acceleration.
Physics for game development:
- Rigid-body, particle, and articulated-body dynamics for modelling or animation:
Force, gravity, friction, momentum, energy, collisions
Particle systems
Forward and inverse kinematics
Quaternion rotation
Simulation of rigid or deformable bodies
- Genre-specific physics models: motion capture for skeletal animation, vehicle simulation.
Artificial intelligence (AI) for game development:
- Finite state machines, planning, path finding
- Fuzzy logic, rule-based AI
- Intelligent agents
- Flocking.
Module Additional Assessment Details
A programming assignment with associated documentation (70%) assessing Learning Outcomes 1-3.
An exam length 2 hours (30%) assessing Learning Outcomes 1 and 2. (FINAL)
Module Learning Strategies
2 hour of Lectures and 1 hours of tutorials/ week
This module will delivered through a combination of formal lectures and practical exercises. Emphasis in the lectures will be placed on presenting a broad overview of the subject area, while a practical assignment will be used to give depth in the core programming, physics and AI principles, algorithms and techniques for generating computer game environments. You will be expected to read the relevant literature, think critically, discuss/consult with peers and tutors. You will also be expected to develop and appraise object-oriented software that implements physics and AI models for computer games.