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This unit has been introduced as part of the 2016 Course Architectures review of the FIT undergraduate degrees. The unit is intended to further develop students ability to develop highly technical computer games, doing so in the industry standard of C++. The provision of this unit will provide an understanding of the fundamentals of programming computer games and provide the foundation for students to undertake a significant capstone computer game project.
Introduced for course architecture programs. Effective semester 1, 2016
22/03/2017 - Modified exam duration to align with new University assessment policy
20/9/2019: Admin - updating exam duration to include additional 10 minutes as per University requirement.
01/10/2020 Admin: Update to include new assessment and teaching approach fields as per Handbook requirements.
A strong knowledge of programming using C++ is essential to students wishing to create and modify effective and efficient games engines, which require high levels of performance and optimisation. This unit builds upon core C++ computer game programming skills and further develops those to levels of being able to produce highly technical, industry-standard computer games. Games Development students will apply these C++ skills in their capstone project.
At the completion of this unit students should be able to:
020103
This unit will further develop games development programming skills with the C++ language, and explore them further in the Games Programming context. Focus will be on advanced games programming techniques, including a focus on the content pipeline, advanced rendering and visual game effects. Principles will also be placed into the context of different libraries, such as OpenGL, and other platforms, such as mobile. This provides a strong grounding for further study in this area, especially related to games engine development and artificial intelligence.
Technological requirements
On-campus
This unit uses a lecture and laboratory based teaching approach. Lectures will be used to introduce key concepts, but most importantly to demonstrate code development and discuss practical considerations of game programming. Laboratory classes will be used for students to put these concepts into practice and obtain help with the key games programming principles.
Examination (2 hours and 10 minutes): 50%; In-semester assessment: 50%
Minimum total expected workload equals 12 hours per week comprising:
(a.) Contact hours for on-campus students:
(b.) Additional requirements (all students):
Semester 2, 2016
Clayton
31 Aug 2015 | Ange Delbianco | Initial Draft; modified UnitObjectives/ObjText; modified UnitObjectives/ObjCognitive; modified UnitObjectives/ObjAffective; modified UnitObjectives/ObjPsychomotor; modified UnitObjectives/ObjSocial |
03 Sep 2015 | Ange Delbianco | Introduced for course architecture programs. Effective semester 1, 2016 |
10 Sep 2015 | Caitlin Slattery | Minor edits |
17 Sep 2015 | Jeanette Niehus | FIT2097 Chief Examiner Approval, ( proxy school approval ) |
17 Sep 2015 | Jeanette Niehus | FEC Approval |
17 Sep 2015 | Jeanette Niehus | FacultyBoard Approval - FEC approved for course architecture 23/07/2015 |
22 Mar 2017 | Matthew Butler | Modified exam duration to align with new University assessment policy |
11 May 2017 | Jeanette Niehus | FIT2097 Chief Examiner Approval, ( proxy school approval ) |
11 May 2017 | Jeanette Niehus | FEC Approval |
11 May 2017 | Jeanette Niehus | FacultyBoard Approval - Approved at UGPC 2/17 (Item 5.1) 04/05/2017 |
20 Sep 2019 | Emma Nash | ; modified Chief Examiner; modified ReasonsForIntroduction/RChange; modified Assessment/Summary |
01 Oct 2020 | Miriam Little | modified ReasonsForIntroduction/RChange; modified UnitContent/PrescribedReading; modified UnitContent/PrescribedReading; modified Teaching/SpecialArrangements; modified Assessment/Summary |
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