CU5053 - C++ Programming for Games (2019/20)
Module specification | Module approved to run in 2019/20 | ||||||||||||
Module status | DELETED (This module is no longer running) | ||||||||||||
Module title | C++ Programming for Games | ||||||||||||
Module level | Intermediate (05) | ||||||||||||
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 2019/20(Please note that module timeslots are subject to change) | No instances running in the year |
Module summary
This module covers the basics of physics and game engine development in C++, and considers how to optimise code for different platforms.
Students will be introduced to event modelling and simulation and build a simulation/prototype using relevant techniques and tools. (Two productions).
Prior learning requirements
CU5052 C++ Programming (or equivalent)
Module aims
The main aim of the module is to develop skills in C++ in the context of computer simulations and game engines.
This module aims to:
- raise an awareness and develop understanding of the various approaches that have evolved for computer simulations in a variety of applications;
- provide overview of the main methods/techniques for model design, simulation, analysis;
- develop practical skills by practical coursework implementation;
- build awareness of coding practice for different platforms with respect to optimisation
Syllabus
- Three main aspects of simulation: modelling, execution, execution analysis & visualisation;
- Physics for games and simulations;
- Developing for different platforms;
- C++ memory management;
- A practical development of a simulation and/or game prototype as a coursework/project assignment using the introduction to the theoretical background introduced in this module and relevant tools.
Learning and teaching
During the lecture, students will be taught theoretical background . Additionally during the workshop sessions a tutor will monitor and aid the progress of student work.
Learning outcomes
LO1. Demonstrate self-awareness and understanding of the theoretical background, basic methods and specific tools used for the computer modelling and simulation process.
LO2. Understand computer modelling and simulation techniques;
LO3. Demonstrate the ability to apply the developed skills to create, edit, run simulations, and visualise simulation results;
LO4. Be aware of constraints imposed by different platforms and understand how to deal with memory management.
Assessment strategy
Traditional delivery, teaching and facilitating learning methods will be employed but the focus will be on the development of a significant case study based on the event model design and simulation (CW1 & CW2) in the light of their suitability for a game prototype development.
Both assignments are seeking to enhance the learning process and to ensure the student has understood what has been presented. Module assessment is composed of two components.
Bibliography
Recommended Reading:
John P Flynt, Ben Vinson - Simulation and Event Modelling for Game developers.
Thomson Course Technology, ISBN: 1-59200-848-8.
Jean-Marc Gauthier - Building Interactive Worlds in 3D.
Focal Press, ISBN: 0-240-80622-0.