SCQF Level: 08
Module Code: CMP208
Credit Value: 20
Term: Term 2
School: School of Arts, Media and Games
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||28|
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.