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Syllabus for |
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TDA572 - Game engine architecture |
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Syllabus adopted 2016-02-11 by Head of Programme (or corresponding) |
Owner: MPIDE |
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7,5 Credits |
Grading: TH - Five, Four, Three, Not passed |
Education cycle: Second-cycle |
Major subject: Computer Science and Engineering, Information Technology |
Department: 60 - APPLIED INFORMATION TECHNOLOGY
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Teaching language: English
Open for exchange students Block schedule:
A+ Maximum participants: 80
Course module |
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Credit distribution |
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Examination dates |
Sp1 |
Sp2 |
Sp3 |
Sp4 |
Summer course |
No Sp |
0115 |
Project |
7,5c |
Grading: TH |
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7,5c
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In programs
MPIDE INTERACTION DESIGN AND TECHNOLOGIES, MSC PROGR, Year 1 (compulsory elective)
Examiner:
Docent Marco Fratarcangeli
Replaces
TDA570
Simulation engines TDA571
Simulation engines
Eligibility: In order to be eligible for a second cycle course the applicant needs to fulfil the general and specific entry requirements of the programme that owns the course. (If the second cycle course is owned by a first cycle programme, second cycle entry requirements apply.)
Exemption from the eligibility requirement:
Applicants enrolled in a programme at Chalmers where the course is included in the study programme are exempted from fulfilling these requirements.
Course specific prerequisites
The course TDA361 Computer graphics or equivalent is required.
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
- Analyze existing game engines to determine functionality and extendibility
- Plan several parallel extensions of a game engine while minimizing dependencies
- 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
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 project within the subject area which is complemented with lectures and workshops. Project work is done in group and is supervised as aims to give practical training in the development of frameworks for game enginges and interactive simulations.
Literature
See separate literature list.
Examination
The course is graded by students' group project presentation and documentation as well as individual group report and engine expansion suggestion (grading). Presence at the public presentation is also required to pass.
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