Course Information Undergraduate prospectus

C++ Game Programming

Course summary

Course code: COMP1718
Level: 5
Credits: 15
School: Architecture, Computing and Hums
Department: Computing and Information Sys.
Course Coordinator(s): Ioannis Paraskevopoulos

Specification

Pre and co requisites

None

Aims

With the release of Unreal Engine 4 and CryEngine 3, the balance of game development has changed. These C++ based engines are no longer exclusively used by AAA game studios but the smaller and indie game studios have also started developing games with C++.
C++ gives a finer grain of control over the actual hardware and bit pushing. While for common business needs, a third generation language is quicker to program and takes worries like pointers and garbage collection off the hands of the developer, this is at a cost of lack of ability to optimize and fine tune how memory and data structures are used.
It is important for our students to be aware of C++ game development and be familiar with it. Adding these skills to their portfolio will increase the employability of our graduates and will help them to aim for bigger game studios as well as indie studios.

Learning outcomes

On successful completion of this course a student will be able to:

1: Design games for development in a C++ game engine.

2: Understand the benefits of C++ programming in games.

3: Develop an understanding of the use of C++ in games development.

4: Familiarise with C++ game engines and their architecture.

5: Develop games with 2D/3D graphics using a C++ game engines.

6: Be aware of the development complications presented by C++ game engines.

Indicative content

Game development in C++;
Introducing C++ Game Engines;
UML Modelling of games in C++;
Implementing Game Mechanics with C++;
Benefits and difficulties of game development with C++ game engines;
Evaluation of Technologies for Games Development.

Teaching and learning activity

This course is to be delivered via several complementary activities: lectures, tutorials, practical work and directed unsupervised learning. The rationale for this mix of activities is to give the students an interesting and varied learning experience combining theory and analysis to underpin the core practical work.
Students will also have extra support through supplemental material in the form of digital recordings such as screencasts and example projects to analyse and disseminate.
Lecture 1/3, Tutorial 2/3.

Assessment

Portfolio - 100% weighting, 40% pass mark, LO 1-6. Outline Details - An individual portfolio of corresponding game production phases, comprising of and reflecting on the full development cycle of a video game. Word Length - To include a 2,000 word Game Design Document.
Formative Assessment - Feedback provided in class and online through weekly tutorials.