Module Descriptors
GAMES ENGINES AND PHYSICS
GAME40117
Key Facts
Faculty of Arts and Creative Technologies
Level 4
30 credits
Contact
Leader: Yvan Cartwright
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • ASSIGNMENT weighted at 50%
  • ASSIGNMENT - SECOND ASSIGNMENT weighted at 50%
Module Details
Module Additional Assessment Details
Assessment 1 - Assignment 50% demonstrating Learning Outcomes 1,2 ,4 and 5
Assessment 2 - Assignment 50% demonstrating Learning Outcomes 2,3, 4 and 5
Module Indicative Content
Students will cover the basics of a games engine, how they have evolved over time and how all the elements of a games engine function as one entity. They will also be introduced to SDK tools for games enginees that will cover the following elements whilst relating to resources and balanced functionality.
1. Lighting and rendering
2. Games physics
3. FMV
4. AI scripting
5. Networked games for multiplayer use
6. C++ scripting for extra functionality
Module Learning Strategies
3 Hours per week Lectures/laboratories.
1 lecturer per 40 students, 2 lecturers per 80 students
(1:20)3
Module Texts
Physics for Game Developers (O'Reilly) 2002, David M Bourg, ISBN 0-596-00006-5

Ultimate Game Design - building game world 2003, Tom Meigs, (McGraw-Hill /Osborne), ISBN 0-07-222899-7
Module Resources
3DS Max
HalfLife2
Module Special Admissions Requirements
None