Course syllabus for Game engine architecture

Course syllabus adopted 2022-02-01 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 23121
  • Maximum participants45
  • Block schedule
  • Open for exchange studentsYes

Credit distribution

0115 Project 7.5 c
Grading: TH
7.5 c

In programmes

Examiner

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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 the design decisions associated with specific parts of such engines
  • Develop extensions to existing game engines to augment and optimise functionality
  • Compare and contrast existing game engines to determine functionality and extendibility
  • Plan several parallel extensions of a game engine to meet game related goals
  • Identify faults and deficiencies in a game engine, and outline solutions for those faults

Content

The design and implementation of the fundamental components of a game engine is the core of the Game Engine Architecture course. The course focuses mainly upon 2-dimensional games although other types of game engines are discussed, and students wishing to explore 3D game engines can do so as part of the assignment. During the course we will develop an example game engine which includes several of the key aspects of professional game engine systems. The course will cover timing regulation, game object architecture, collision action, collision responses, and some simple physics. It will also discuss relevant design decisions and design patterns. It is not expected during this course that you will develop a feasible competitor for what is on the market. Rather, the process of building a game engine is intended to be illuminating when developing games in more robust engines.

Organisation

The course is based on a series of technical teardowns and a project within the field of game engine development.  This is complemented by lectures and project supervision sessions. The work in the project takes place as supervised groups or individuals with the goal of providing practical training in the development and evaluation of game engines.

Literature

See separate literature list.

Examination including compulsory elements

The course is graded by an individual report and an oral presentation.

The course examiner may assess individual students in other ways than what is stated above if there are special reasons for doing so, for example if a student has a decision from Chalmers on educational support due to disability.