COURSE SYLLABUS

Game engine architecture 7.5 credits

Spelmotorarkitektur
First cycle, S0012D
Version
Course syllabus valid: Spring 2020 Sp 3 - Present
The version indicates the term and period for which this course syllabus is valid. The most recent version of the course syllabus is shown first.

Syllabus established

Last revised
by Jonny Johansson, HUL SRT 13 Jun 2019

Education level
First cycle
Grade scale
G U 3 4 5
Subject
Media Technology
Subject group (SCB)
Computer Technology

Entry requirements

In order to meet the general entry requirements for first cycle studies you must have successfully completed upper secondary education and documented skills in English language and 15 hp Mathematic - M0038M Mathematics I - Calculus, M0043M Mathematics II - Calculus and linear algebra, Mathematics III - Differential equations and transforms or equivalent. 30 hp Programming with focus on graphics programming - D0009E Introduction to Programming, D0037D Object oriented programming, D0041D Data structures and algorithms, D0036D Network oriented programming, S0006E Real-time computer graphics programming or equivalent.


More information about English language requirements


Selection

The selection is based on 1-165 credits.



Course Aim

The course aims to provide knowledge of spelmotorers function and structure and how these can be modified to expand / modify its functionality.

The student should be able to:

• With broad knowledge in the field of computer game development to understand the system level, and apply knowledge of mathematics and science for specific topics in game engines.
• Model, simulate, predict and evaluate methods and algorithms for the components used in a computer game and their implementation in a game engine.
• Identify the need for further knowledge and to continuously upgrade their skills. This by analyzing an existing game engine and adding new functionality.
• demonstrate an understanding of spelmotorers architecture and development environments
• Display knowledge of the various subsystems as a game engine consists of and how to use its API
• Identify critical subsystems from a design perspective for different game types
• Able to understand and communicate the specific problems of computer graphics can be based on a current game engine
• Display knowledge to practically modify the functionality of a game engine


Contents

Game engine architecture, components, their purpose, function, requirements and their relationships. Game engines and development environments for different platforms and gaming applications, APIs, analysis of performance and functionality. Production Pipeline and its impact on design, graphics, and development methodology.


Realization

Lectures and laboratory. Individual and group work with regular presentations of results, progress and implementation.


Examination

Compulsory assignments.


Transition terms
2402

Examiner
Patrik Holmlund

Literature. Valid from Autumn 2012 Sp 1 (May change until 10 weeks before course start)
None

Course offered by
Department of Computer Science, Electrical and Space Engineering

Modules
CodeDescriptionGrade scaleHPStatusFrom periodTitle
0003Assignment report 1G U 3 4 52.50MandatoryS12
0004Assignment report 2G U 3 4 52.50MandatoryS12
0005Assignment report 3G U 3 4 52.50MandatoryS12

Study guidance
Study guidance for the course is to be found in our learning platform Canvas before the course starts. Students applying for single subject courses get more information in the Welcome letter. You will find the learning platform via My LTU.