Effective Term: | 2024/05 |
Institute / School : | Institute of Innovation, Science & Sustainability |
Unit Title: | Game Programming |
Unit ID: | ITECH3104 |
Credit Points: | 15.00 |
Prerequisite(s): | (ITECH2100 or ITECH2306) |
Co-requisite(s): | Nil |
Exclusion(s): | (ITECH3205 and ITECH3206) |
ASCED: | 020103 |
Other Change: | |
Brief description of the Unit |
Video games are unique among software products in the sheer breadth ofcreative, technical and mathematicalskills required to develop them.This course aims to equip students with an understanding of the various technical components that comprise a modern video game, andenable students to create an interactivevideo game using code. Students can explore their creativity while studying thishighly technical coursewith a strong focus on developing advanced game programming skills. |
Grade Scheme: | Graded (HD, D, C, P, MF, F, XF) |
Work Experience Indicator: |
No work experience |
Placement Component: | |
Supplementary Assessment:Yes |
Where supplementary assessment is available a student must have failed overall in the Unit but gained a final mark of 45 per cent or above, has completed all major assessment tasks (including all sub-components where a task has multiple parts) as specified in the Unit Description and is not eligible for any other form of supplementary assessment |
Course Level: |
Level of Unit in Course | AQF Level(s) of Course | 5 | 6 | 7 | 8 | 9 | 10 | Introductory | | | | | | | Intermediate | | | | | | | Advanced | | |  | | | |
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Learning Outcomes: |
Knowledge: |
K1. | Explain the concept of the game loop which sits at the core of a real-time interactive video game. |
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K2. | Describe fundamental theoretical concepts relating to computer graphics, three-dimensional geometry and the graphics rendering pipeline. |
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K3. | Discuss the indicators and impact of code performance in relation to interactive video games. |
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K4. | Describe how images and colours are represented, generated and stored in computer graphics. |
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K5. | Describe the operation, data structure, architecture and algorithms commonly implemented in a computer game engine. |
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Skills: |
S1. | Construct a software application to display three dimensional graphics. |
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S2. | Apply input handling techniques to manipulate an interactive video game. |
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S3. | Analyse and debug the functionality and performance of interactive computer games. |
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S4. | Implement computer animation using interpolation and simulation approaches. |
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S5. | Implement data structures and algorithms commonly used in computer game engines. |
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Application of knowledge and skills: |
A1. | Create interactive video games to meet supplied specifications. |
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A2. | Create a working game engine using inputs, graphics and animations. |
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Unit Content: |
•Game and graphics loops. •Graphics hardware and the graphics rendering pipeline. •Shader programming. •Input and animation programming. •Geometry representations and data structures. •Particle systems. •Sound programming. •Materials and lighting. •Shading, shadows and advanced graphics effects. •Collision detection and physics-based responses. •Game engine architecture, data structures and algorithms. |
Graduate Attributes: |
| Learning Outcomes Assessed | Assessment Tasks | Assessment Type | Weighting | 1. | S1, S2, S3, S4, S5, A1, A2 | Assignments involving the implementation and application of computer game technologies. | Individual Practical Assignment | 40-60% | 2. | S1, S2, S3, S4, S5 | Complete weekly lab tasks. | Minor assignment demonstrating completion of lab exercises. | 10-20% | 3. | K1, K2, K3, K4, K5 | Students will provide theoretical answers and provide practical solutions to a range of questions and problem types drawn from theory and examples used during this course. | Test(s) | 10-30% |
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