| Dates | 27/January - 13/February 2007 |
| Classroom | Q.313 |
| Lecturer | Dioselin Gonzalez (Second Life: Chica Digital) dioselin "at" gmail "dot" com Office: M.509 Phone: 6550-1811 |
| Tutor | Robin Tan robin"at" envisagereality "dot" com www.envisagereality.com |
Synopsis
This module provides an overview of different game engines. It covers the various components of an engine (from graphics to physics to AI) and how it is related to the hardware architecture. Pipeline tools associated with the games engines are introduced to students. Upon completion of the module, students will have an in depth understanding of game engines structure and the various issues associated with building games based on different game genres.
Objectives
On successful completion of this subject module, students should be able to:
- Know the typical components of a game engine and how they relate to hardware
- Select available game engine(s) that best fits specific game design, genre and requirements
- Design the different modules of an engine according to the game specifications.
Text references
- Mike McShaffry. Game Coding Complete, 2nd ed. Paraglyph Press, 2005.
- David H. Eberly. 3D Game Engine Design: a practical approach to real-time computer graphics. Morgan Kaufmann Publishers, 2001.
Assessment
3 assignments, oral presentation
Assignment 1 - Modules design 20%
Assignment 2 - Engines analysis 30%
Assignment 3 - Engine integration design 50%
Total 100%