Module Descriptors
BELIEVABLE MODELS FOR GAMES AND VIRTUAL REALITY
XCOM51108
Key Facts
Faculty of Computing, Engineering and Sciences
Level 5
15 credits
Contact
Leader:
Email:
Hours of Study
Scheduled Learning and Teaching Activities: 36
Independent Study Hours: 114
Total Learning Hours: 150
Assessment
  • ASSIGNMENT weighted at 50%
  • EXAMINATION - UNSEEN IN EXAMINATION CONDITIONS weighted at 50%
Module Details
Module Indicative Content
Algorithms and techniques for physics, artificial intelligence, and sound processing / generation in the context of computer games or virtual reality.
Physics: rigid-body, particle, and articulated-body dynamics for modelling or animation.
AI: finite state machines (patterns, planning, path finding), fuzzy logic, fundamentals of genetic algorithms, artificial neural networks, intelligent agents.
Module Additional Assessment Details
ASSIGNMENT weighted at 50%. (Learning outcomes 1, 2 and 4)
EXAMINATION - UNSEEN IN EXAMINATION CONDITIONS length 1.5 hours weighted at 50%. (Learning outcomes 1, 2 and 3)
Module Learning Strategies
This module will be delivered through a combination of formal lectures and practical exercises. Emphasis in the lectures will be placed on presenting a broad overview of the subject area, while a single practical assignment will be used to give depth in the core principles, algorithms and techniques for generating believable computer game or virtual reality environments. You will be expected to read the relevant literature, think critically, discuss / consult with peers and tutors, and also develop and appraise models for believable computer game or virtual reality.
2 lectures and 1 practical per week; (1:n)2 (1:20)1.
Module Texts
Rabin (ed.), AI Game Programming Wisdom, Charles River Media, 2002.
Russell & Norvig, AI: A Modern Approach. 2nd. Ed. Prentice Hall. 2002.
Wooldridge, Introduction to Multiagent Systems. John Wiley. 2002.
David M. Bourg, Physics for game developers, O'Reilly, 2002.
David H. Eberly, Game Physics, Morgan Kaufmann, 2003.
Christopher D. Watkins, Applied Physics for Game Programmers: Creating Real-Time Simulations (Game Development Series), Charles River Media, 2004.
Module Resources
A personal computer or similar, a development environment or kit, an API or middleware suitable for programming physics, artificial intelligence, and sound processing / generation in computer games or virtual reality.
Module Special Admissions Requirements
Prior study of Fundamentals of Software Development or equivalent.