Course syllabus for Game engine architecture

Course syllabus adopted 2018-02-28 by Head of Programme (or corresponding).

Overview

  • Swedish nameSpelmotorarkitektur
  • CodeTDA572
  • Credits7.5 Credits
  • OwnerMPIDE
  • Education cycleSecond-cycle
  • Main field of studyComputer Science and Engineering, Software Engineering
  • DepartmentCOMPUTER SCIENCE AND ENGINEERING
  • GradingTH - Pass with distinction (5), Pass with credit (4), Pass (3), Fail

Course round 1

  • Teaching language English
  • Application code 23118
  • Maximum participants45
  • Block schedule
  • Open for exchange studentsYes

Credit distribution

0115 Project 7.5 c
Grading: TH
7.5 c

In programmes

Examiner

  • Marco Fratarcangeli
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Eligibility

General entry requirements for Master's level (second cycle)
Applicants enrolled in a programme at Chalmers where the course is included in the study programme are exempted from fulfilling the requirements above.

Specific entry requirements

English 6 (or by other approved means with the equivalent proficiency level)
Applicants enrolled in a programme at Chalmers where the course is included in the study programme are exempted from fulfilling the requirements above.

Course specific prerequisites

To be eligible for this course, students must have successfully completed the course TDA361 Computer Graphics, 7.5 credits, or equivalent.

Aim

The course aims to give an understanding of components in modern interactive simulation engines.

Learning outcomes (after completion of the course the student should be able to)

  • Describe the typical structure of game engines and interactive simulations, and the requirements of specific parts of such engines 
  • Describe what public libraries and programs can be combined with existing game engines to provide the required functionality of a game engine
  • Extend existing game engines to augment functionality while maintaining stability and having predictable consequences on resource use 
  • Present extensions of a game engine through a demonstrator at a public presentation
  • Analyze existing game engines to determine functionality and extendibility 
  • Plan several parallel extensions of a game engine while minimizing dependencies 

Content

The modeling and implementation of the fundamental components of game engines and interactive simulations is the core of the Game Architecture Engine course. The course focuses mainly upon 3 dimensional systems although other types of game engines and simulation are mentioned. The visual components of these systems are central for the course but other important areas such as networking, artificial intelligence and physics simulations are covered by the course.

Organisation

The course is based around a series of exercises and a project within the subject area which is complemented with lectures and workshops. Work in the project is supervised with the aim of giving practical training in the development of frameworks for game engines and interactive simulations.

Literature

See separate literature list.

Examination including compulsory elements

The course is graded by an individual report and an oral presentation. Presence at the public final presentation is also required to pass.