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:
- Critically evaluate network architectures and protocols for use in games development.
- Assess and select development methodologies for networked computer games.
- Assess and critically evaluate methods for dealing with the unpredictability of network conditions.
- 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 their 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 Latency Mitigation
Critically evaluate the effects of, and potential solutions to dealing with latency in network computer games.
7 Prediction
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.
9 Security
Understanding the attacker: attack models and implications for network game applications. Common vulnerabilities in network applications. CVE, CWE and other sources of information. Secure software engineering techniques: code review, static and dynamic analysis, testing for security. Practical examples of attacks on game applications.
Teaching and Learning Method | Hours |
---|---|
Lecture | 12 |
Tutorial/Seminar | 12 |
Supervised Practical Activity | 24 |
Unsupervised Practical Activity | 0 |
Assessment | 80 |
Independent | 72 |
Guidance Notes
SCQF Level - The Scottish Credit and Qualifications Framework provides an indication of the complexity of award qualifications and associated learning and operates on an ascending numeric scale from Levels 1-12 with SCQF Level 10 equating to a Scottish undergraduate Honours degree.
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 2024/5, and may be subject to change for future years.