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Dublin Institute of Technology
Pre-Requisite
Modules
code(s)
Co-Requisite
Modules
code(s)
ECTS
Credits
None
None
10
Module Code
Module Title
SPEC4105
Games Programming
Module author: Bryan Duggan and Hugh Mc Atamney
Module Description:
The aim of this course is to introduce the student to the fundamentals of Games
Programming. The objective of the course is to develop basic games programming skills
such as rendering, representations for scenes, collision detection, networked multi-player
technology, level design, modelling and so on. It is intended that the course would feature
a strong practical element.
Module aims:
The aim of this module is to provide students with the necessary knowledge and
experience to develop 3d games.
Learning Outcomes:
Upon successful completion of the subject the student will be able to:
 Discuss the scope of modern computer games, the current technical developments
and their impact on the games programming paradigm.
 Develop simple 3d games using current API’s and toolkits.
 Apply elements of game design to various game types.
 Develop games using commonly understood gaming AI techniques.
Learning and Teaching Methods:
Lectures
Experimental work in computer laboratories
Self-directed learning
Module content:
Context: History of computer gaming, game types, gaming platforms, console, PC,
handheld and mobile, gaming hardware
3d graphics cards, memory, resolution, bus types, features, texturing, z-buffering,
antiailiasing, filtering, bump mapping, lighting, transforms.
Prerequisites: Vectors in 3d space, matrices, basic transformations, planes, rays
Rendering basics: The rendering pipeline, model representation, the scene graph,
clipping, primitives, colour representation, lighting, texturing, Mipmaps, blending and
transparency, stenciling, meshes, camera implementation
Rendering Virtual Worlds: Basic terrain rendering, particle systems.
Collision Detection: Broad Phase/Narrow Phase Algorithms, Bounding Volume
Hierarchies, Broad Phase, Collision Detection with AABBs, Broad Phase Collision
Detection with OBBs, Broad Phase Collision Detection with Local or Object Spatial
Partitioning, Narrow Phase Collision Detection, Single-phase Approaches.
Multi-player Game Technology: Definitions, Implementation of Multi-player Games, The
Origin and Nature of Problems in Multi-Player Games, Reducing the Information in
Messages, Multi-player Implementation Using Client-Server.
Content creation and management: Game concept design, level design, applied game
theory, FPS, real time strategy, Turn based strategy, Driving/racing, RPG, MMORPG,
Hybrid, modelling, 3d positional audio.
Introduction to scripting languages and toolkits: Frameworks, physics engines, game
scripting languages, Mod development.
AI for gaming: Pathfinding & steering behaviours, the A* algorithm, obstacle avoidance,
team and formation movement, finate state machines, techniques for artificial life.
Module Assessment
Students will be assessment though a combination of assignments (40%) and examination
(60%)
Essential Reading:
Frank D. Luna Introduction to 3D Game Programming with DirectX 9.0, ISBN: 155622913-5
Kevin Oxland , Gameplay and design, ISBN: 0321204670
Supplemental Reading:
Andrew Phelps, A Gentle Introduction to Game Programming ISBN: 0130081930
Julian Gold, Object-Oriented Game Development ISBN: 032117660X
Web references, journals and other:
http://gamedev.net
http://www.gamedevelopers.ie/
Further Details:
Breakdown of hours per week:
Lecture: 2
Experimental work in computer laboratories: 2
Course to be delivered over two semesters.
Date of Academic Council Approval: June 2005