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Module Catalogue

SCQF Level: 09  

Module Code: CMP303

Credit Value: 20  

Year: 2017/8

Term: Term 1

School: School of Arts, Media and Games

Description

This module develops a critical understanding of the principles of computer networks as they are applied to the development of various types of networked computer games. Students will develop and evaluate the techniques used to implement networked computer games with a particular emphasis on real-time fast action games.

Aims

The aim of this module is to provide the student with: the ability to design, develop and critically evaluate network computer game applications as a distributed interactive environment.

Learning Outcomes

By the end of this module the student should be able to:

1.  Critically evaluate network architectures and protocols for use in games development.

2.  Assess and select development methodologies for networked computer games.

3.  Assess and critically evaluate methods for dealing with the unpredictability of network conditions.

4.  Design, develop and critically evaluate a fast-action network computer game application.

Indicative Content

1 Background to Network Computer Games:

Review of network computer games with a particular emphasis on network functionality and performance issues.

2 Network Protocols:

Review of the main protocols within TCP/IP and there relevance to the development of various types of networked computer games.

3 Network Architectures for Games:

Review and evaluate the main network architectures and their relevance to network games: Client-Server, Peer-to- Peer, Hybrid, Multi-Server.

4 Distribution of Functionality:

Critically evaluate methods for distributing the functionality and processing requirements of a network computer game between participating hosts on a network.

5 Message Passing Structure:

Review and evaluate methods for passing data between hosts in network games.

6 Header 6

Critically evaluate the effects of, and potential solutions to dealing with, lag and latency in network computer games.

7 Dead Reckoning, Prediction and Smoothing:

Critically review dead reckoning, prediction and smoothing techniques and approaches for implementing fast action network computer games with a particular emphasis on maintaining the user experience.

8 Testing

Methods for testing the functionality and performance of networked computer games in order to evaluate robustness against network variations.

Statement on Teaching, Learning and Assessment

Students will receive a series of lectures supported by practical laboratory sessions. In the laboratory sessions sample applications will be provided with the intention that students develop and extend these applications to explore relevant issues and topics using directed worksheets. Underpinning theory and concepts will be introduces in lectures and further reinforced through the practical sessions. Towards the middle of the module, students will propose an application idea for their coursework and develop and test this application during the latter part of the laboratory sessions.

Teaching and Learning Work Loads

Total 200
Lecture 14
Tutorial/Seminar 0
Supervised Practical Activity 28
Unsupervised Practical Activity 0
Assessment 80
Independent 78

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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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