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Games Programming

Unit Code: HIT8243




Duration

Contact Hours

Campus

Prerequisite

Corequisite

1 Semester or equivalent

48 Hours

Hawthorn

HIT6302 Object-Oriented Programming  or HIT6037 Software Development in Java or HIT7037 Programming in Java or equivalent knowledge of OO programming in Java or C# or C++

Nil

Credit Points: 12.5 Credit Points


Related Course/s:

A unit of study in the Master of Information Technology (Professional Computing)  and Master of Information Technology and Master of Technology (Information Technology).

Aims & Objectives:

The aim of unit is for students to understand, select, design, implement and utilise game engine components, and the associated use of data structures and software patterns.

 

Learning Outcomes

Students who successfully complete this unit will be able to:

  • Discuss game engine components including architectures of components, selection of components for a particular game specification the role and purpose of specific game engine components, and the relationship of components with underlying technologies
  • Create games that utilise and demonstrate game engine component functionality, including the implementation of components that encapsulate specific low-level APIs
  • Identify performance bottlenecks by using profiling techniques and tools, and applying optimisation strategies to improve performance
  • Explain and illustrate the role of data structures and patterns in game programming, and rationalise the selection of these for the development of a specified game scenario

Teaching Methods:

Lectures (24 hrs), Tutorials (labs) (24 hrs)

Assessment:

Assignments,Tests (formative) and Portfolio

Generic Skills Outcomes:

Students will be provided with feedback on their progress in attaining the following generic skills:
· Communication skills
· Problem solving skills
· Ability to work independently

Content:

    • Components of game engines and their use and implementation, including input, graphics, audio and others.
    • Tools, techniques and strategies for optimising the performance of software in a games context.
    • The use of data structures and patterns in games programming.