This module builds on Graphics Programming, Data Structures and Algorithms 1 and Computer Architecture and introduces the necessary components needed to develop a 3D physics-based game application considering the hardware.
To enable students to integrate various components (3D graphics, physics, audio) and to develop a 3D game application that makes effective use of modern computer/console systems
By the end of this module the student should be able to:
1. Describe 3D graphics, audio and physics functionality within a 3D games application .
2. Implement key game components - 3D graphics, audio, gameplay and physics on games console hardware.
3. Design, implement and evaluate applications that demonstrate enhanced performance in relation to device hardware e.g. multithreading
1 Games Hardware (Introduction to Consoles)
Device Memory and CPU/GPU architecture characteristics - Cache architectures, locality, alignment, virtual memory, memory allocation techniques, CPU/GPU architecture: Pipelines, superscalar architectures, branch prediction, out-of-order execution, hyperthreading, multicore, NUMA
2 User Interfaces
Methods to exploit touchscreen and controller pads user inputs.
3 Audio Engines
3D positional audio – considering the position, orientation and velocity of the listener and the position, orientation and velocity of the emitter.
4 Physics Engines
Collision detection, Rigid Body Dynamics using Box2D
5 Character Animation
Types of character animation and techniques of character animation
6 Header 6
Putting it all together – How – where to parallelise recognising console architecture
Cross referencing Memory architecture and CPU architecture
Statement on Teaching, Learning and Assessment
The module is taught using one or two two-hour lectorials each week, which introduce theoretical material and immediately put it into practice through guided lab exercises. Students demonstrate their attainment of the learning outcomes through the submission of a 3D graphics application. Additionally an associated critical reflection on the design, implementation and evaluation of the software application is required.
Teaching and Learning Work Loads
|Supervised Practical Activity||28|
|Unsupervised Practical Activity||14|
Credit Value – The total value of SCQF credits for the module. 20 credits are the equivalent of 10 ECTS credits. A full-time student should normally register for 60 SCQF credits per semester.
We make every effort to ensure that the information on our website is accurate but it is possible that some changes may occur prior to the academic year of entry. The modules listed in this catalogue are offered subject to availability during academic year 2019/10 , and may be subject to change for future years.