Prerequisite Modules
Description
This module introduces the student
to the fundamentals of computer games development. The objective of
the module is to develop games development skills using an existing
games engine such as rendering, representations for scenes, collision
detection, networked multi-player technology, level design, modelling
and so on. It is intended that the module would feature a strong
practical element.
Aims
This module aims to equip students
with a range of skills and knowledge necessary for build a gaming
application based on an existing industry game engine.
Learning Outcomes
On successful completion of this
module, the student will be able to:
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Demonstrate an understanding of
the development of modern game engines.
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Analyse the technologies used in
the application and development of a leading industry game engine
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Demonstrate an understanding of
the procedures and toolsets used in developing virtual environments,
objects, game entities behaviours and scripting for games.
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Analyse the use of scripting in
games and its relationship with triggers and events in the creation
of missions and behaviours
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Create new game entities for
objects, behaviours, triggers, events and artificial intelligence
using a scripting language
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Demonstrate how to integrate these
new entities into an existing game engine framework
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Implement a variety of realistic
modifications of the game physics entities
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Develop a modification of a
leading game engine incorporating new game entities
Learning and Teaching Methods
Lectures, self-study, labs,
tutorials, and any combination of discussion, case study,
problem-solving exercises, readings, seminars, and computer-based
learning.
Content
Introduction to 3D games:
History of computer gaming, game genres, gaming platforms, concepts
in accelerated 3D hardware.
Level design:
Terrain editing, height maps, creating surfaces, terrain layers,
lighting and the environment, vegetation, layer painter
Defining the engine structure:
Game engine structure, file structure, object hierarchy and
integration, object placement, grouping and linking objects, layers,
destroyable and physicalised objects, particle effects, lighting.
Artificial intelligence:
Placing AI objects, controlling AI actions, Anchor Points, AI paths,
restricting AI movement. Shared systems, sensory models, tactical
systems
Events:
Simple events, triggers, complex events, adding impulse
Game modification:
Scripting, behaviour scripts, goals and goal pipes, character scripts,
logic scripts, signals, creating new entities, setting entity
properties, creating methods and events, particle and materials
editor, deployment
Assessment
The methods of assessment to be
used to measure the learning objectives stated above are written
examination and continuous assessment including one or more of
assignment, essay, problem-solving exercise, oral presentation, and
class or lab tests.
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Continuous Assessment: 40%
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Examination: 60%
Recommended
Reading
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For more information contact
Ciarán O'Leary
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