CU6056 - Networking for Games (2022/23)
|Module specification||Module approved to run in 2022/23|
|Module title||Networking for Games|
|Module level||Honours (06)|
|Credit rating for module||15|
|School||School of Computing and Digital Media|
|Total study hours||150|
|Running in 2022/23(Please note that module timeslots are subject to change)||
This course allows students to build multiplayer games and learn what networking is all about. They will learn all about the networking theory and apply that to the server-side and client-side games code they will write.
Building Server/client code and gameplay
Learning about networking theory
Learning what makes a multiplayer game
There will be 2x course works to be completed.
CW1 – A basic networked chat application
CW2 – A full 2D or 3D multiplayer game
Prior learning requirements
Advanced C++ LO3
Memory management LO1, LO2
File handling and data driving
Balance of independent study and scheduled teaching activity
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.
On successful completion of this module, students will be able to:
LO1 Students will learn how to write server/client code and games
LO2 Students will develop games that can be interconnected and communicate with each other
LO3 Students will learn advanced and modern C++ techniques used within multiplayer games programming
LO4 Students will learn multithreaded programming.
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.
Joshua Glazer (2015) Multiplayer Game Programming: Architecting Networked Games (Game Design); Addison Wesley Professional
No Bugs' Hare (2017) Development and Deployment of Multiplayer Online Games, Vol. I: GDD, Authoritative Servers, Communications: Volume 1; ITHare.com