Module Descriptors
LOW-LEVEL GAME PROGRAMMING
COSE70454
Key Facts
Faculty of Computing, Engineering and Sciences
Level 7
15 credits
Contact
Leader: Robert Hobbs
Hours of Study
Scheduled Learning and Teaching Activities: 36
Independent Study Hours: 114
Total Learning Hours: 150
Assessment
  • TEST weighted at 30%
  • EXAMINATION - UNSEEN IN EXAMINATION CONDITIONS weighted at 70%
Module Details
Module Indicative Content
Survey of Hardware platforms (general-purpose computer, game console, handheld device): features and programming constraints.
Low level concepts such as pipelining / SIMD and MIMD execution / register banks and usage / floating point operations / bus architecture and operation (CPU/DMA control)
Memory systems (scratchpad, cache, and local memories).
Embedding low level code in high level source code
Performance issues: bottlenecks, profiling techniques, code optimization
Multithreading and multiprocessor programming in particular for game consoles such as Playstation or Xbox.
Graphics and audio hardware
Networking issues in multiplayer game programming
Introduction to motion capture and other data acquisition systems for use in computer games and Virtual Reality systems.
Module Additional Assessment Details
A portfolio of practical work, assessed via a mid-semester Test and Section A of the 2 hour-exam (Learning Outcomes 2 and 3)
Section B of the exam assesses Learning Outcomes 1 and 2
Module Learning Strategies
One 1-hour lectures per week.
Two 1-hour tutorial/practicals per week. (1:n)1 (1:20)2
Practicals will implement theory given in lecture material using chosen implementation framework. Students will develop a portfolio of practical work which will be assessed via a mid-semester test, and Section A of the end-of-semester exam.
Students will be expected to study underpinning principles and develop an awareness of issues relating to the development of low-level routines, platform architecture and performance optimisation.
Module Texts
Hyde, R., Write Great Code: Thinking Low Level, Writing High-level v.2, No Starch Press, 2005, ISBN: 1593270658
Module Resources
For lectures: Lecture theatre with powerpoint slide viewer and suitable graphics development libraries mapping to the one selected for the module delivery.
For practicals: High performance PCs and Games consoles incorporating suitable software development environment.
Module Special Admissions Requirements
Prior programming experience