Module Descriptors
REAL-TIME SIMULATION
GDEV50073
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
  • REAL TIME SIMULATION ARTEFACT weighted at 70% - Learning outcome(s) assessed: 1,2,3
  • REFLECTIVE REPORT - 1800 WORDS weighted at 30% - Learning outcome(s) assessed: 2,4
Module Details
INDICATIVE CONTENT
Programming concepts with embedding of relevant Graphics API into application

Applications of vector mathematics

Definitions of surfaces, planes and parametric surfaces

Texturing, shading and lighting using programmable pipeline
Shading language structure and syntax

Mesh construction

Scene segmentation and optimisation

Depth models and concepts such as culling and buffering

Newtonian mechanics and forces

Particle simulation

Rigidbody physics and Collisions

Springs and dampers

Real-time simulations
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 – Real-Time Simulation Artefact [Learning Outcomes 1, 2 and 3] 70%

A pre-selected and appropriate graphics API will be used to demonstrate the implementation of structured 3D principles, showcasing rendering techniques and physics principles.
Assessment will be based on the appropriate use of mathematics.

Assessment Component 2 – Reflective Report [Learning Outcomes 2 and 4] 30%

Appropriate documentation to highlight the technical creation of the application with reference to and an appraisal of the algorithms implemented.
LEARNING STRATEGIES
Learning and teaching activities will be delivered through a structured blend of scheduled and independent study designed to support a coherent learning journey. Scheduled sessions will typically include lectures that introduce core concepts and workshops that allow students to apply techniques, engage in facilitated discussions, and undertake activities focused on problem solving and peer learning. Independent study will involve, recommended reading, research tasks, and ongoing development of project work supported by the resources provided.
LEARNING OUTCOMES
1. Implement structured 3D environments exploiting the programmable pipeline to render a range of lighting and shading models using an appropriate graphics API via an object-oriented approach.

Application and Problem Solving

2. Identify mathematical operations underpinning 3D transformations used to implement 3D real time simulations for games.

Knowledge and understanding

3. Differentiate the performance of 3D algorithms or techniques appropriate for a given set of computer game problems.

Research Skills

4. Explain and reflect on the limits of fundamental 3D techniques and algorithms for interactive operations in computer games.

Communication
Reflection
RESOURCES
Appropriate IDE
Windows PC
Console Development Kit
Office 365
Version Control
Digital Academy Forum
Digital Academy Upload
Games Lab
TEXTS
Gregory, J (2026) Game Engine Architecture 4th Edition, ISBN: 978-1041162599

Luna, F (2016) Introduction to 3D Game Programming with DirectX 12 ISBN: 978-1942270065

Bywalec & Bourg (2013) Physics for Game Developers, 2nd edition ISBN: 978-1492078005
WEB DESCRIPTOR
Modern computer games are often required to demonstrate a close approximation of the look and feel of the real world. This module provides you with a comprehensive understanding of the mathematics that govern the behaviour of the world around us and to learn how they can be adapted for in-game simulation.