Analyse, evaluate and implement design patterns and testing techniques which allow computational processes to be executed efficiently within digital games.
Design and develop programs to perform tasks in parallel on single, multi?core and distributed CPU's and GPU's
Learning Outcomes
On successful completion of this module the learner will be able to:
#
Learning Outcome Description
LO1
Select, design, develop and implement testing strategies appropriate to games development
LO2
Evaluate, select and program appropriate design patterns within digital games
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
Testing
Continuous Testing, Unit Testing, Automated Testing, Testing Tools, Coverage Techniques (Graph, Logic, Partitioning), White versus Black box testing, Managing Testing
Game Programming Patterns
Patterns in games development, pattern languages, examples and case studies.
Game Engine Architecture
Concepts and techniques utilised in implementing and using a game engine
Module Content & Assessment
Assessment Breakdown
%
Continuous Assessment
40.00%
Project
20.00%
End of Module Formal Examination
40.00%
Assessments
Full Time
Continuous Assessment
Assessment Type
Written Report
% of Total Mark
40
Timing
Every Week
Learning Outcomes
1,2
Non-marked
No
Assessment Description Reading and criticism of industry/academic papers. Personal research/educational essay writing
Complete a series of module practicals
Project
Assessment Type
Project
% of Total Mark
20
Timing
Sem 1 End
Learning Outcomes
2
Non-marked
No
Assessment Description Complete a project which includes games programming patterns and concurrency
No Practical
End of Module Formal Examination
Assessment Type
Formal Exam
% of Total Mark
40
Timing
End-of-Semester
Learning Outcomes
1,2
Non-marked
No
Assessment Description End of year exam
Reassessment Requirement
Repeat examination Reassessment of this module will consist of a repeat examination. It is possible that there will also be a requirement to be reassessed in a coursework element.
Reassessment Description Decided by module academic in conjunction with programme board. Repeat of coursework and/or written examination or other repeat mechanism as appropriate dependent on students performance and module engagement.
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
Lecture
12 Weeks per Stage
1.00
12
Laboratory
Contact
Laboratory
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
Recommended Book Resources
Jeff Langr. (2013), Modern C++ Programming with Test-Driven Development, 1. Pragmatic Bookshelf, [ISBN: 978-19377854].
Robert Nystrom. (2014), Game Programming Patterns, 1. Genever Benning, [ISBN: 978-099058290].
Jason Gregory. Game Engine Architecture, 2. A K Peters, [ISBN: 978-146656001].
This module does not have any article/paper resources