Northumbria (UK) CM511 Programming for Games 4

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Programming for Games 4 - a module on BSc Computer Games Software Engineering at Northumbria University, in Newcastle, England

 Games Education 

Course


Table of contents

[edit] Teachers

[edit] Instructors

[edit] Course Background Information

[edit] Location

Northumbria University City Campus, Newcastle, England

[edit] Classification

See: Areas for classifing for your course.

Games Programming

[edit] Student background needed

Students are expected to be competent C++ programmers and have a competence in Maths. This module is only offered on BSc Computer Games Software Engineering, year 2.

[edit] Course prerequisites

This module follows on from Northumbria (UK) CM510 Programming for Games 3

[edit] Time periods

The module is delivered over 12 weeks (one semester) with the following contact time each week

  • Two 1-hour lectures
  • One 2-hour lab session

[edit] Course Structure

[edit] Course description

This is an advanced module of C++ programming, teaching 3D programming on the GameCube, and some other advanced programming issues.

[edit] Course learning objectives

At the end of this module students will be able to:

  • Demonstrate an understanding of the principles of 3D games programming.
  • Engineer and construct 3D games software for a common games console or platform using an industry standard development environment, synthesising knowledge and skills attained from a variety of prerequisite modules.
  • Demonstrate an understanding of a number of advanced programming issues, such as distributed programming, multithreading, integration of ASM, and cross-platform programming, and their application in computer games software engineering.
  • Compare the software implementation implications of a variety of games consoles and platforms.

[edit] Week by week topics

The teaching strategy for this module is fluid, following the needs of the students. Topics include displaying 3D models, lighting, texturing, camera control, shadows, using the controller, sound and so on, and some advanced C++ O-O topics with some networking and threading.

[edit] Course Materials & Facilities Used

Here you can link to and/or describe books and other materials you used for this course. Feel free to create new pages for each item here if a page for it does not yet exist.

Books

Nintendo GameCube documentation

Software (engines, tools)

Syllabus

  • Use of an industry standard API and development environment. 15%
  • O-O software design for 3D games 10%
  • 3D games programming principles and application, such as model loading, cameras, simple animation, frustrums, texturing, lighting. 50%
  • Advanced programming issues, such as distributed programming, multithreading, integration of ASM, and cross-platform programming, and their application in computer games software engineering. 25%

Assessment strategy

Assessment is by a practical GameCube assignment and an exam.

Case studies

A case study leading to a flying craft in a landscape is used for the GameCube material.

[edit] Analysis of learning methods

[edit] What worked

The students engage well with the GameCube programming, getting to grips with a professional environment.

[edit] What didn't work

It might be better to expand the GameCube stuff and drop the networking stuff, build it up and put it in elsewhere.


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