CU4055 - Computer and Gaming Hardware Architectures (2024/25)
Module specification | Module approved to run in 2024/25 | ||||||||||
Module title | Computer and Gaming Hardware Architectures | ||||||||||
Module level | Certificate (04) | ||||||||||
Credit rating for module | 15 | ||||||||||
School | School of Computing and Digital Media | ||||||||||
Total study hours | 150 | ||||||||||
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Assessment components |
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Running in 2024/25(Please note that module timeslots are subject to change) |
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Module summary
You will be introduced to the basics of Information Technology and past, current and future trends in computer and gaming systems. The detailed design of a small scale gaming system will be presented where students have the opportunity to directly program the hardware. You will learn how a knowledge of assembly language and different compilers should inform the development of higher level programming languages, such as C++, in order to produce optimal code. You will develop expertise and transferable skills in writing for a particular handheld gaming platform. You will learn how to program the GPU and present animated 3D graphics on screen.
The module aims are:
To introduce students to the fundamental concepts of Information Technology and basic networking,
To provide a working technical knowledge of modern computer and gaming systems and their respective components,
Build awareness of assembly and compilers so as to inform the development of optimal programming code
Gain skills in interfacing assembly with a high level language for a console emulator
Gain skills in interfacing assembly with a high level language on a PC.
Gain skills in sending graphical data to the screen via the GPU.
provide an understanding of the mathematics associated with 3D space
introduce 3D graphics and audio pipelines
Syllabus
Introduction to Information Technology [LO1]
Basic Digital Logic Elements [LO1]
Computer Architecture, elements and their operation in a typical computer system
The relationship and role of hardware and software
Assembly language programming
The design of Computer and Gaming Hardware architecture, typical examples. Memory types and IO peripherals,
The detailed design of a small-scale computer and gaming system
Writing example game for GBA emulator - eg. visual boy advance
Optimisation of code for different platforms
Interfacing high level languages (C++) with assembly
Ability to program video hardware
The ability to bring a game prototype to a full game implementation.
Balance of independent study and scheduled teaching activity
The teaching and learning strategy for this module is a combination of intensive laboratory work where students will be expected to develop their programming skills. Group work is encouraged and reinforced at the laboratory sessions. The student’s understanding will be tested by practical exercises in class.
Learning outcomes
On successful completion of this module students will be able to:
LO1.Understand how the modern PC and Gaming systems work, the interrelation between hardware and software and their evolution.
LO2. Ability to distinguish between assembly and higher-level languages with regard to writing optimal code for particular tasks thus being able to Implement hardware and software performance troubleshooting techniques;
LO3. Ability to plan and program a simple game. Exhibit time management and teamworking skills
LO4. Ability to program video hardware