Subject Descriptions - Subject Information


Calendar: 2017 Postgraduate
Faculty: Faculty of Engineering and Information Sciences
Department: School of Computing and Information Technology


Subject Information
Subject Code MCS9356
Subject Name Game Engine Essentials
Credit Points 6
Pre-Requisites MCS9204
Co-Requisites None.
Restrictions None.
Equivalence None.
Assessment Laboratory assessments, Group assignment and final examination.
General Subject No.
EFTSL (Non Weighted) 0.125
Non Weighted Student Contribution Amounts
Commonwealth Supported (HECS) Students Only
Pre-1997 Pre-2005 Post-2005 Post-2008 Post-2009 Post-2010
$ 1131  $ 1131  $ 1131  $ 1131  $ 1131  $ 1131 
Weighted Student Contribution Amounts  
Work Experience No
Tutorial Enrolment Information Students should use the SMP OnLine Tutorial System (via SOLS) to enrol in Tutorial/laboratory groups for this subject. Once enrolments are open a link to the subject will appear in Tutorial Enrolments in SOLS.
Availability Not Available in 2017

Subject Description
The subject will employ an appropriate game engine to illustrate the use of an application programming interface (API) in the design and development of physics and artificial intelligence models for computer games. The subject will cover topics including, dynamics of particles, collision, rigid body dynamics and collision, gravity and projectiles, spring systems, water and waves. "Artificial intelligence" topics include finite state machines, fuzzy state machines, etc. The subject also covers the development of terrain, sound, etc, for games.


Subject Learning Outcomes
On successful completion of this subject, students will be able to:
1. Develop and implement appropriate physics models to simulate simple dynamical systems for games.
2. Develop and implement appropriate artificial intelligence models to simulate simple dynamical systems for games.
3. Identify and describe the components of the architecture of a game engine.
4. Use the API provided by a game engine to implement physics and artificial intelligence models for games.
5. Use the API provided by a game engine to implement sound, terrain, etc for games.
6. Describe physics and artificial intelligence models used in game design.


Textbook Information

Text book information is available via the UniShop website:



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