Programming for Games 4
In this module students tackle native 3D programming on the GameCube platform
Aims of Module
- To teach students how to engineer and construct 3D games software for a common games console or platform, using an industry standard development environment
- To introduce students to advanced programming concepts and issues, and their application to games.
Learning Outcomes
At the end of this module students will be able to:
- Demonstrate an understanding of the principles of 3D games programming.
- Engineer and construct 3D games software for a common games console or platform using an industry standard development environment, synthesising knowledge and skills attained from a variety of prerequisite modules.
- Demonstrate an understanding of a number of advanced programming issues, such as distributed programming, multithreading, integration of ASM, and cross-platform programming, and their application in computer games software engineering.
- Compare the software implementation implications of a variety of games consoles and platforms.
Outline Syllabus
- Use of an industry standard API and development environment. 15%
- O-O software design for 3D games 10%
- 3D games programming principles and application, such as model loading, cameras, simple animation, frustrums, texturing, lighting. 50%
- Advanced programming issues, such as distributed programming, multithreading, integration of ASM, and cross-platform programming, and their application in computer games software engineering. 25%