Introduce learners to the skill of gameplay programming for specific genres. Students will understand how to program 3D games.
Learning Outcomes
On successful completion of this module the learner will be able to:
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Learning Outcome Description
LO1
Problem solving techniques applied to gameplay programming and appreciation of the 3D game engine solutions
LO2
Apply trigonometry, vectors and matrices within a game title
LO3
Construct Visual Effects using Shader Language
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
Architecture of common game engines
Game engine technology and graphic api's
Mathematics for Graphics
Implementation of coordinate geometry, trigonometry and the unit circle.
Vector and matrix operations applied to Game Objects.
Implementation of Game Object Physics.
Game Object Assets
Integration of (assets) content pipeline
Case Study
Implementation of visual effects within a game title
Module Content & Assessment
Assessment Breakdown
%
Project
50.00%
Practical
50.00%
Assessments
Full Time
No Continuous Assessment
Project
Assessment Type
Project
% of Total Mark
50
Timing
n/a
Learning Outcomes
1,2
Non-marked
No
Assessment Description Create 3D Game Scenes
Practical
Assessment Type
Practical/Skills Evaluation
% of Total Mark
50
Timing
n/a
Learning Outcomes
2,3
Non-marked
No
Assessment Description Programming 3D Visual Effects
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.
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
No Description
12 Weeks per Stage
1.00
12
Laboratory
Contact
No Description
12 Weeks per Stage
3.00
36
Independent Learning
Non Contact
No Description
15 Weeks per Stage
5.13
77
Total Weekly Contact Hours
4.00
Module Resources
Recommended Book Resources
Gregory, J, CRC Press. Game Engine Architecture, Second. [ISBN: 978-146656001].
Luke Benstead, Cengage Learning PTR. Beginning OpenGL Game Programming, [ISBN: 978-159863528].
This module does not have any article/paper resources