comp
holder  


 
Programme  Information

 
.


DT249
BSc in Information Systems
and Information Technology

 

Now accepting applications for January 2009

SDEV4007 (Stage 4)
Games Programming (5 ECTS)

 

 

Prerequisite Modules

  • None

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:

  1. Demonstrate an understanding of the development of modern game engines.

  2. Analyse the technologies used in the application and development of a leading industry game engine

  3. Demonstrate an understanding of the procedures and toolsets used in developing virtual environments, objects, game entities behaviours and scripting for games.

  4. Analyse the use of scripting in games and its relationship with triggers and events in the creation of missions and behaviours

  5. Create new game entities for objects, behaviours, triggers, events and artificial intelligence using a scripting language

  6. Demonstrate how to integrate these new entities into an existing game engine framework

  7. Implement a variety of realistic modifications of the game physics entities

  8. 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.

  • Continuous Assessment: 40%
  • Examination: 60%

Recommended Reading

  For more information contact
Ciarán O'Leary

 

Hit Counter