Module Details

Module Code: COAP
Module Title: 2D Game Programming
Title: 2D Game Programming
Module Level:: 6
Credits:: 5
Module Coordinator: Nigel Whyte
Module Author:: Ross Palmer
Domains:  
Module Description: Upon completion of this module, learners should be able to explain the main components of a game engine and use external libraries to implement a 2D game.
 
Learning Outcomes
On successful completion of this module the learner will be able to:
# Learning Outcome Description
LO1 Use a game library API to develop properly architected short game prototypes.
LO2 Implement design patterns that are applicable to interactive applications.
LO3 Work as a member of a development team and use a version control system to manage source code in a team project.
Dependencies
Module Recommendations

This is prior learning (or a practical skill) that is recommended before enrolment in this module.

No recommendations listed
Co-requisite Modules
No Co-requisite modules listed
Additional Requisite Information
No Co Requisites listed
 
Indicative Content
2D Fundamentals
The game loop, event loop and timers. Textures, sprites, basic sprite tranformations.
Data serialization formats
Representing game data using data serialization formats. Using a parsing library to implement a level loader.
Input management
Handling player input.
Collisions management
Collision detection and response.
Steering behaviours
NPC navigation with collision avoidance.
Game states
Implementing game states and a HUD system.
Game design patterns
Implementing a common game design pattern, for example object pool pattern.
Version control systems
Committing, checking out, branching and merging.
Module Content & Assessment
Assessment Breakdown%
Project50.00%
Practical50.00%

Assessments

Full Time

No Continuous Assessment
Project
Assessment Type Project % of Total Mark 25
Timing Sem 1 End Learning Outcomes 1
Non-marked No
Assessment Description
Use a game library API to develop a short game prototype.
Assessment Type Project % of Total Mark 25
Timing Week 11 Learning Outcomes 1,2,3
Non-marked No
Assessment Description
Students will work as part of a team to create a playable game given a prescribed theme and gameplay specification. The assessment is staged horizontally across all 5 modules of this semester. This will be a studio style project, where teams work full time (without classes) over a period of two weeks.
Practical
Assessment Type Practical/Skills Evaluation % of Total Mark 50
Timing n/a Learning Outcomes 1,2
Non-marked No
Assessment Description
Participation in and completion of practical work. Students will work in-class on a series of practical exercises distributed over the second semester.
No End of Module Formal Examination
Reassessment Requirement
Coursework Only
This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination.

SETU Carlow Campus reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time
Workload Type Workload Category Contact Type Workload Description Frequency Average Weekly Learner Workload Hours
Lecture Contact No Description 12 Weeks per Stage 1.00 12
Laboratory Contact No Description 12 Weeks per Stage 4.00 48
Estimated Learner Hours Non Contact Estimated Learner Hours 15 Weeks per Stage 4.33 65
Total Weekly Contact Hours 5.00
 
Module Resources
Supplementary Book Resources
  • Nystrom, R.. (2014), Game Programming Patterns, Genever Benning, [ISBN: 978-099058290].
  • Haller J., Vogelius Hansson H., Moreira A.. (2013), SFML Game Development, First. Packt Publishing, [ISBN: 978-184969684].
This module does not have any article/paper resources
Other Resources
Discussion Note: