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Syllabus for

Academic year
TDA572 - Game engine architecture
 
Syllabus adopted 2016-02-11 by Head of Programme (or corresponding)
Owner: MPIDE
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


Teaching language: English
Open for exchange students
Block schedule: A+
Maximum participants: 80

Course module   Credit distribution   Examination dates
Sp1 Sp2 Sp3 Sp4 Summer course No Sp
0115 Project 7,5c Grading: TH   7,5c    

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.


Page manager Published: Mon 28 Nov 2016.