Module Indicative Content
Through the use of high level languages (HLL) you will learn how to manipulate and redefine elements of 3D game engine functionality and architecture. Based on an live game concept document, game engine algorithms will be redefined using HLL to produce extra functionality for physics, collision, artificial intelligence and other game play entities.
Students will cover the following topics:
- 3D games engine structure and core objects
- Modifying and scripting 3D game rendering
- Modifying and scripting trace line, physics and collision.
- Modifying and scripting Input detection audio playback and control.
- Modifying and scripting Artificial Intelligence.
- Understanding and scripting for entities (logical, brush and model)
- Understanding and scripting for projectile based weapons.
Module Learning Strategies
3 hour lecture/lab taught in an interactive manner
(1:20)3
Module Special Admissions Requirements
Students should have studied CE00737-1 Multiplayer Games Prototyping 1B : Scripting 2D Game Connectivity or equivalent
Module Texts
3D Game Engine Architecture, David H. Eberly, Morgan Kaufhann 2005, ISBN:0-12-229064-X
Game Development with LUA, Paul Schuytema / Mark Manyen, Charles River Media 2005, ISBN:1-58450-404-8
Game Programming with Python, Lua, and Ruby, Tom Gutschmidt, Premier Press, 2003, ISBN:1-59200-079-7
Beginning Lua Programming, Kurt Jung, Aaron Brown, Wiley publisher 2007, ISBN:978-0-470-06917-2
Online Game Interactivity Theory, Markus Friedl, Charles River Media, Oct 2002, ISBN 1-58450-215-0
Massively Multiplayer Game Development 2, Thor Alexander , Charles River Media 2005, ISBN: 1584503904
Module Resources
Lua programming language
PSP emulator
Half life 2,
Guild Wars (or similar)
Module Additional Assessment Details
100% course work
Written assignment, 2000-2500 words (50%) assessing Learning Outcomes 1 and 3
Practical piece of work (50%) assessing Learning Outcomes 2 and 4