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 Programming

OR
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
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
TOTAL150

Assessment

Type Task Weighting ULO's
PortfolioIndividual 100% 1,2,3,4 
TestIndividual 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.