Module Descriptors
GAME ENGINE PROGRAMMING
COSE70566
Key Facts
Faculty of Computing, Engineering and Sciences
Level 7
15 credits
Contact
Leader: Stephen Foster
Hours of Study
Scheduled Learning and Teaching Activities: 36
Independent Study Hours: 114
Total Learning Hours: 150
Assessment
  • TEST weighted at 30%
  • ASSIGNMENT weighted at 70%
Module Details
Module Texts
Computing Graphics and Virtual Environments, Mel Slater et. al. 2001, Addison Wesley, ISBN: 978-0201624205
OpenGL SuperBible: Comprehensive Tutorial and Reference, Richard Wright, Benamin Lipchak and Nicholas Haemel, 2007, Addison Wesley, ISBN 978-0321498823
Module Learning Strategies
Two 1 hour lectures per week. Two hours of tutorial/practical per week (second hour unstaffed).
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 related issues contextualised in the games framework.
(1:n)2 (1:20)1
Module Additional Assessment Details
Test - 30% (assessing Learning outcome 1 )
Assignment - 70% (assessing Learning outcomes 2 and 3)
Module Indicative Content
Review of Object-Oriented programming using C++.

Introduction to graphics APIs such as OpenGL or DirectX.

Importing and rendering from proprietary modelling software such as Maya or 3D Studio Max.

Construction of 3D scenes incorporating hierarchical graphics models using suitable data structures.

Implementation, using the chosen API, of texturing, shading and lighting, depth models and concepts such as culling and buffering.

Implementation of user interaction.

Newtonian Physics concepts applied to Rigid body animation, physics, collision detection and response.

Introduction to game artificial intelligence techniques such as tracking and pathfinding.
Module Special Admissions Requirements
Prior programming experience using an object-oriented language.
Module Resources
For lectures: Lecture theatre with powerpoint slide viewer and suitable graphics development libraries mapping.
For practicals: Suitable software development environment such as Visual Studio. Dual boot Windows/Linux PCs for comparative assessment.