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Module

CSC3232 : Gaming Technologies and Simulations

  • Offered for Year: 2021/22
  • Module Leader(s): Mr Richard Gordon Davison
  • Owning School: Computing
  • Teaching Location: Newcastle City Campus
Semesters
Semester 1 Credit Value: 20
ECTS Credits: 10.0

Aims

To understand the programming techniques associated with the technical development of a video game. Students gain experience in the technical design and implementation of engineering a computer games system. The analysis of a design as an engineered system is assessed through appropriate choice of system components based on complexity, processor cost and memory imprint.

Outline Of Syllabus

The syllabus has focus around the programming requirements for video games in the context of physics, artificial intelligence, and gameplay

•       Levels and goals – video game genres in the context of game strategy and play
•       Players and adversaries – gameplay programming for adversarial based games
•       Path-finding – algorithms for navigation
•       State machines – algorithms for simulating behaviour
•       Physics – approximating realistic simulations in real-time in video games
•       Effects – providing computationally light visual effects in real-time
•       Levelling up – encouraging longevity of play

Teaching Methods

Teaching Activities
Category Activity Number Length Student Hours Comment
Scheduled Learning And Teaching ActivitiesLecture221:0022:00Traditional lectures
Guided Independent StudyAssessment preparation and completion221:0022:00Lecture follow-up
Scheduled Learning And Teaching ActivitiesPractical222:0044:00Computer Classroom
Guided Independent StudyProject work151:0015:00Coursework 1
Guided Independent StudyProject work151:0015:00Coursework 2
Guided Independent StudyIndependent study821:0082:00Background reading
Total200:00
Teaching Rationale And Relationship

Techniques and theory are presented in lectures. Supervised practical classes on a PC cluster room provide experience of writing programs and using PCs with help available.

Assessment Methods

The format of resits will be determined by the Board of Examiners

Other Assessment
Description Semester When Set Percentage Comment
Practical/lab report1M50Graphical simulation achieved through game engine plug-in (software equivalent to 4000 words)
Practical/lab report1M50Graphical simulation achieved through game engine plug-in (software equivalent to 4000 words)
Assessment Rationale And Relationship

The coursework ensures the students understand and can engineer solutions based on game
code libraries and engines.

Reading Lists

Timetable