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Module Catalogue

SCQF Level: 08  

Module Code: CMP208

Credit Value: 20  

Year: 2017/8

Term: Term 2

School: School of Arts, Media and Games

Description

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.

Aims

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

Learning Outcomes

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

Indicative Content

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

7 Multithreading

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

Total 200
Lecture 0
Tutorial/Seminar 0
Supervised Practical Activity 28
Unsupervised Practical Activity 28
Assessment 72
Independent 72

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Guidance notes:

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.

Disclaimer: 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 2017/18 , and may be subject to change for future years.

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