Games Programming
48 hours face to face + blended
One Semester or equivalent
Hawthorn
Available to incoming Study Abroad and Exchange students
Overview
The aim of unit is for students to understand, select, design, implement and utilise game engine components, and the associated use of data structures and software patterns.
Requisites
Prerequisites
COS20007
Object Oriented ProgrammingOR
SWE20004 Technical Software Development
OR
COS30014 Object Oriented Programming in C++ *
OR
COS30016 Programming in Java *
OR
COS30043 Interface Design and Development
Teaching Periods
Location
Start and end dates
Last self-enrolment date
Census date
Last withdraw without fail date
Results released date
Semester 2
Location
Hawthorn
Start and end dates
29-July-2024
27-October-2024
27-October-2024
Last self-enrolment date
11-August-2024
Census date
31-August-2024
Last withdraw without fail date
13-September-2024
Results released date
03-December-2024
Learning outcomes
Students who successfully complete this unit will be able to:
- Design: Discuss game engine components including architectures of components, selection of components for a particular game specification, the role and purpose of specific game engine components, and the relationship of components with underlying technologies
- Implementation: Create games that utilise and demonstrate game engine component functionality, including the implementation of components that encapsulate specific low-level APIs
- Maintenance: Explain and illustrate the role of data structures and patterns in game programming, and rationalise the selection of these for the development of a specified game scenario
- Performance: Identify performance bottlenecks by using profiling techniques and tools, and applying optimisation strategies to improve performance
Teaching methods
Hawthorn
Type | Hours per week | Number of weeks | Total (number of hours) |
---|---|---|---|
On-campus Lecture | 2.00 | 12 weeks | 24 |
On-campus Class | 2.00 | 12 weeks | 24 |
Unspecified Activities Independent Learning | 8.50 | 12 weeks | 102 |
TOTAL | 150 |
Assessment
Type | Task | Weighting | ULO's |
---|---|---|---|
Portfolio | Individual | 100% | 1,2,3,4 |
Test | Individual | 0% | 1,2,3,4 |
Content
- Components of game engines and their use and implementation including input, graphics, audio and others;
- Tools, techniques and strategies for optimising the performance of software in a games context
- The use of data structures and patters in games programming.
Study resources
Reading materials
A list of reading materials and/or required textbooks will be available in the Unit Outline on Canvas.