Games Programming
Duration
- One Semester or equivalent
Contact hours
- 48 hours face to face + blended
On-campus unit delivery combines face-to-face and digital learning.
2024 teaching periods
Hawthorn Higher Ed. Semester 2 |
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Dates: Results: Last self enrolment: Census: Last withdraw without fail: |
Prerequisites
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Aims and objectives
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
Unit Learning Outcomes (ULO)
Students who successfully complete this unit will be able to:
1. 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.
2. Implementation: Create games that utilise and demonstrate game engine component functionality, including the implementation of components that encapsulate specific low-level APIs.
3. 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.
4. Performance: Identify performance bottlenecks by using profiling techniques and tools, and applying optimisation strategies to improve performance.
Unit Learning Outcomes (ULO)
Students who successfully complete this unit will be able to:
1. 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.
2. Implementation: Create games that utilise and demonstrate game engine component functionality, including the implementation of components that encapsulate specific low-level APIs.
3. 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.
4. Performance: Identify performance bottlenecks by using profiling techniques and tools, and applying optimisation strategies to improve performance.
Unit information in detail
- Teaching methods, assessment and content.
Teaching methods
Hawthorn
Type | Hours per week | Number of Weeks | Total |
On Campus Lecture | 2 | 12 | 24 |
On Campus Class in Computer Lab | 2 | 12 | 24 |
Unspecified Activities Independent Learning | 8.5 | 12 | 102 |
TOTAL | 150 hours |
Assessment
Types | Individual or Group task | Weighting | Assesses attainment of these ULOs |
Portfolio (for Pass and Credit) | Individual | 100% | 1,2,3,4 |
Portfolio and Interview (for Distinction and High Distinction) | Individual | 100% | 1,2,3,4 |
Lab Tests | Individual | Pass or Fail | 1,2,3,4 |
Minimum Requirements to pass this Unit
As the minimum requirements of assessment to pass the unit and meet all Unit Learning Outcomes to a minimum standard, a student must achieve:
i) an aggregate mark for the unit of 50% or more.
ii) a pass grade for each of the non-reportable (pass/fail) lab tests.
Students who do not successfully achieve hurdle requirements (ii) will receive a maximum of 44% as the total mark for the unit and will not be eligible for a conceded pass.
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.
• 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.
Reading materials
A list of reading materials and/or required texts will be made available in the Unit Outline.