GAMES PROGRAMMING TECHNOLOGY

CSE2GAM

2015

Credit points: 15

Subject outline

In this unit students will learn the fundamentals of 3D game programming. The unit starts with the fundamentals of 3D rendering and follows on with the concepts required to produce 3D games using XNA. The unit will address methods to gain the best performance and visual quality from existing game techniques, and demonstrates how students can author games with graphics, sound and physics. Topics covered include the raster algorithm, 3D transformations, game engines, game assets, content pipelines, spatial partitioning, level of detail, billboards, graphical user interfaces, introductory shader programming, animation/audio/physics/networking/AI. The laboratories focus on the implementation of games using XNA. Students will use the supplied tools to construct a complete 3D game for their assignment.

SchoolSchool Engineering&Mathematical Sciences

Credit points15

Subject Co-ordinatorZhen He

Available to Study Abroad StudentsYes

Subject year levelYear Level 2 - UG

Exchange StudentsYes

Subject particulars

Subject rules

Prerequisites CSE1CPP OR CSE1IOO

Co-requisitesN/A

Incompatible subjects CSE42FGA, CSE4FGA, CSE3GAM, CSE3IGT

Equivalent subjects CSE3IGT

Special conditionsN/A

Graduate capabilities & intended learning outcomes

01. Demonstrate understanding of the rendering pipeline by identifying and analysing the purpose of the different stages of the pipeline.

Activities:
There will be two lectures on the rendering pipeline. In order to complete the assignment successfully, the student need to demonstrate their understanding of the rendering pipelines. The exam will have questions which ask the student to identify and analyse the different stages of the rendering pipeline. There will be lab exercises requiring the students to use the rendering pipeline to render certain scenes.
Related graduate capabilities and elements:
Discipline-specific GCs (Discipline-specific GCs)
Critical Thinking (Critical Thinking)

02. Demonstrate knowledge of the game engine architecture by building a 3D game using game engine concepts.

Activities:
There will be at least one lecture on the game engine architecture. Students will learn and practice various concepts of game engines in the labs. The assignment will require the students to demonstrate understanding in the concepts taught in the lectures and labs by building a 3D game using game engine concepts. The exam will have questions which ask the student to demonstrate their knowledge of the game engine architecture.
Related graduate capabilities and elements:
Inquiry/ Research (Inquiry/ Research)
Creative Problem-solving (Creative Problem-solving)
Critical Thinking (Critical Thinking)
Discipline-specific GCs (Discipline-specific GCs)

03. Demonstrate the ability to implement a functional 3D game utilising audio, physics and networking or AI.

Activities:
The students will be taught audio, physics in the lectures and will be briefly introduced to networking and AI. The students will use knowledge gained in these lectures, the labs and their own research to build a game using these features for the assignment.
Related graduate capabilities and elements:
Critical Thinking (Critical Thinking)
Inquiry/ Research (Inquiry/ Research)
Creative Problem-solving (Creative Problem-solving)
Discipline-specific GCs (Discipline-specific GCs)

04. Identify performance bottlenecks in a 3D game.

Activities:
Many of the lectures will address the issue of performance bottlenecks in 3D games. The students will be required to write a high performing computer game for their assignment. Therefore they will need to identify any potential performance bottlenecks in programming of the games. The exam will have questions which ask the student to identify performance bottlenecks in given situations.
Related graduate capabilities and elements:
Creative Problem-solving (Creative Problem-solving)
Inquiry/ Research (Inquiry/ Research)
Critical Thinking (Critical Thinking)
Discipline-specific GCs (Discipline-specific GCs)

Subject options

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Start date between: and    Key dates

Melbourne, 2015, Semester 2, Day

Overview

Online enrolmentYes

Maximum enrolment sizeN/A

Enrolment information

Subject Instance Co-ordinatorZhen He

Class requirements

Computer Laboratory Week: 31 - 43
One 2.0 hours computer laboratory per week on weekdays during the day from week 31 to week 43 and delivered via face-to-face.

Lecture Week: 31 - 43
One 2.0 hours lecture per week on weekdays during the day from week 31 to week 43 and delivered via face-to-face.

Assessments

Assessment elementComments% ILO*
Laboratory work equivalent to 500-wordsHurdle requirement: In order to pass the unit, students must obtain an overall pass grade, pass the examination and pass the overall non-examination components.10 01, 02, 03, 04
One 2-hour examination (hurdle)50 01, 02, 04
One, 2000-word equiv. individual games programming assignment40 01, 02, 03, 04