Module Details

Module Code: ENGR
Module Title: Games Engineering II
Title: Games Engineering II
Module Level:: 8
Credits:: 5
Module Coordinator: Nigel Whyte
Module Author:: Philip Bourke
Domains:  
Module Description: 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 Assessment40.00%
Project20.00%
End of Module Formal Examination40.00%

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
This module does not have any other resources
Discussion Note: