COMPUTING SCIENCE
AND MATHEMATICS


Modules | CSCU9N6 | Syllabus CSCU9N6 | Syllabus Updated 8/01/16 16:19
CSCU9N6 - Computer Games Development Spring 2017
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Organisation

Materials

Assessment

Reference

 

Home

Organisation

Materials

Assessment

Reference

 

Syllabus
Lecturers

Dr David Cairns
Room 4B87, Email:

Prof Bruce Graham (Coordinator)
Room 4B76, Email:

Credits

20 credits at SCQF level 10

Prerequisites

MATU9D1 (or MATU911), CSCU9P5, CSCU9N5

Learning Outcomes

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.

Transferable Skills
  • The unit will develop skills in problem solving, system integration and interface design.
Content
  • 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.

Assessment

Compulsory assessments for this module are as follows:

  • 2D/3D Programming Assignment (70%)
  • Examination (30%)

Module Requirements

To be eligible for a pass grade in the module, students must:

  • Submit the assessed coursework (assignment)
  • Attempt the examination.

If you do not fulfil the requirements you will be awarded grade X for the module. [See paragraphs 60-61 of the Undergraduate Regulations on Assessment]

Coursework extensions

Students who can show good cause may be permitted extensions to coursework deadlines. "Good cause" may include illness, for which a medical certificate or other evidence will be required. Students must request an extension by contacting the module coordinator, supplying relevant evidence, no later than seven days after the published assignment deadline. Extensions will be granted for acceptable reasons only, and will not normally be beyond such time as solutions and feedback are returned to the rest of the class. [See Section 6.2.6 of the Academic Policy Handbook]

Late submission of coursework

Coursework that is submitted late will be accepted up to seven days after the published deadline (or expiry of any agreed extension) but the mark will be lowered by three marks per day or part thereof. After seven days the piece of work will be deemed a non-submission. [See paragraph 66-68 of the Undergraduate Regulations on Assessment]

Repeat assessments

Students who fulfil the module requirements, but obtain an overall fail mark (0-39) are eligible for repeat assessment. In most cases, this will be a repeat examination (grade RE). In some cases, the Examiners may permit repeat submission of coursework (grade RC) or a repeat of both coursework and examination (grade RA). The mark following any repeat assessment is capped at 40.

Discretionary repeat assessments

In exceptional circumstances, a student who has not met all the module requirements, following the Main examination period, may be permitted a discretionary repeat. This may be a repeat examination (grade XE), repeat submission of coursework (grade XC), or a repeat of both coursework and examination (grade XA). The mark following any repeat assessment is capped at 40. If you are granted a discretionary repeat assessment but do not attempt it, you will be awarded grade X for the module.

In deciding whether to grant a discretionary repeat, the Examiners will consider your record of attendance and engagement in the module. Students with a poor attendance record will not normally be permitted a discretionary repeat.

Deferred examinations

If you are unable to attend the Main examination, you must apply for a Deferred examination through the link on the Student Portal. If a Deferred examination is denied and you do not attend the Main examination, you will be deemed not to have met the module requirements. [See Deferred Exams]

Attendance recording

Attendance at lectures, tutorials and practical classes will be recorded. If you are unable to attend a class, please email the module organizer, and submit a self-certification of absence via the Portal, if appropriate. The University has a policy of monitoring attendance. Repeated absence will be followed up in order to identify any problems at an early stage and to offer students appropriate support.

Textbooks

  • 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]
Computing Science & Mathematics, University of Stirling, Stirling, Scotland, FK9 4LA
Email dec@cs.stir.ac.uk - Web www.cs.stir.ac.uk/~dec - Tel 01786 467445
Email dec@cs.stir.ac.uk
Tel 01786 467445