Module Descriptors
FURTHER GAMES AND GRAPHICS CONCEPTS
COSE50581
Key Facts
Digital, Technology, Innovation and Business
Level 5
30 credits
Contact
Leader: James Banton
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • Coursework - A programming assignment weighted at 35%
  • Coursework - A programming assignment weighted at 35%
  • Examination - A 2 hour examination weighted at 30%
Module Details
Module Learning Strategies
36 lecture hours and 36 tutorial/practical hours as,

Weeks 1- 6 & 13- 18
- Two lectures of 1 hour per week.
- One hours of tutorial/practical per week.
Weeks 7- 12 & 19- 24
- One lecture of 1 hour per week.
- Two hours of tutorial/practical per week.

Practicals will implement theory given in lecture material using chosen implementation framework.
Students will be expected to study underpinning principles and develop an awareness of issues relating to the mathematical principles involved contextualised in the graphics framework.
Module Texts
Applied Physics for Game Programmers: Creating Real-Time Simulations (Game Development Series), Christopher Watkins, 2004, Charles Rivr Media ISBN, 1584502738.
AI Game Programming Wisdom 4, Rabin (ed.), 2008, Charles River Media, ISBN: 1584505230
Introduction to 3D Game programming with DirectX 11, Frank Luna, April 2012, Mercury Learning & Information , ISBN: 1936420228
Module Resources
Suitable software development environment and graphics libraries, for example Visual Studio and DirectX
Module Special Admissions Requirements
PRIOR STUDY OF:
CESCOM10074-4 Fundamentals of Game and Graphical System Development
CESCOM10083-4 Introduction to Software development
CESCOM10073-4 Fundamentals of Computing and Mathematics
Module Indicative Content
- Object-Oriented development in C++
- Data structures and memory management to support games development
- Windows programming concepts with embedding of relevant Graphics API (e.g. DirectX or OpenGL) into windows application
- Applications of vector maths
- Definitions of surfaces, planes and parametric surfaces
- Texturing, shading and lighting using programmable pipeline
- High level shading language structure and syntax
- Advanced shading and special effects using HLSL
- Mesh construction and rendering from proprietary modelling tools
- Scene segmentation and optimisation
- Depth models and concepts such as culling and buffering.
- Fundamental graphical algorithms such as those for clipping, scan conversion and polygon filling
- 2D and 3D line drawing.
- Physics for game development:
- Artificial intelligence (AI) for game development:
- Audio programming using Audio API.
Assessment Details
A programming assignment using an appropriate graphics API, demonstrating the implementation of structured 3D environments exploiting the programmable graphics pipeline. Including appropriate documentation. (Learning Outcomes 1 and 3) 35% weighting

A programming assignment demonstrating the implementation of a physics system suitable for computer games, using an object oriented approach. Including appropriate documentation. (Learning Outcomes 1 and 3) 35% weighting

A 2 hour examination assessing all theoretical topics covered in the module (Learning Outcomes 2, 3 and 4) 30% weighting
Web Descriptor
This module will introduce you to graphics and real-time game-physics programming in DirectX and C++.