CSCU9N6 - Computer Game Technologies
MAT911, CSC9P5, CSC9N5
At the end of the course, the student should know and understand:
- The graphics, animation and sound components required for a 2D game.
- The use of threads and sprites to drive the animation process.
- The integration of game components and the Animation Loop.
- Core elements of a 2D game engine.
- Multiplayer systems using a client/server network architecture
- Principles of 3D graphics, including 3D model building, lighting and camera position.
- Design and construction of a Java3D scene graph.
- Advanced 3D animation techniques, such as particle systems and flocking behaviour.
In order to complete the module, you should be able to demonstrate the ability to apply related theory and techniques to unseen problems without reference to notes, to work independently and under a time constraint.
- The unit will develop skills in problem solving, system integration and interface design.
- Concurrency and Thread Factories
- Image Rendering
- The Animation Loop – Double Buffering, Page Flipping, Refresh & Tearing
- Sprites and 2D Collision Detection
- Principles of Image Transforms – Translation, Flipping, Scaling, Shear and Rotation
- Sound – Digital Signal Processing, Filters and Sound Formats
- Developing a 2D game engine
- Client/Server architecture using UDP and TCP
- Introduction to 3D Graphics – Modelling, Lighting and Camera position
- Java3D and the Scene Graph
- Basic 3D scene creation and basic animation using rotations and translations
- More advanced animation, such as particle systems and flocking behaviour.
- 2D/3D Programming Assignment (70%)
- Examination (30%)
In order to obtain a pass grade for the module you must:
- Submit all items of assessed coursework
- Attend the examination
Non-submission of any single item of assessed coursework will result in the award of no grade for the module as a whole. This rule (regarding coursework) may be relaxed for students who can show good cause for failure to submit. Good cause may include illness (for which a medical certificate or other evidence will be required). If a student is unable to attend the exam, he/she must apply to Student Programmes for a deferred exam. There are established procedures for this: further information is available from the Student Programmes Office.
- Killer Game Programming in Java, A. Davison, O’Reilly, ISBN 0596007302 [Essential]
- Developing Games in Java, D. Brackeen, B. Barker, L. Vanhelsuwe, ISBN 1592730051 [Background]
Further information and teaching materials for this module.