Module Title:Online Gaming Technologies I (minor)
Language of Instruction:English
Credits: 5
NFQ Level:8
Module Delivered In No Programmes
Teaching & Learning Strategies: The course is delivered via an equal mixture of laboratory and lecture sessions. Lecture sessions will present high level on-line gaming concepts, which are further supported by practical implementation of concepts during laboratory sessions and assessments.
Module Aim: To enable the student to develop on-line games in accordance with industrial practice.
Learning Outcomes
On successful completion of this module the learner should be able to:
LO1 Develop a basic two player networked game
LO2 Explain the main challenges of developing online games and detail techniques for addressing these challenges
LO3 Design, develop, and deploy an online game for three or more players that uses information management and latency management techniques.
Pre-requisite learning
Module Recommendations

This is prior learning (or a practical skill) that is recommended before enrolment in this module.

No recommendations listed
Incompatible Modules
These are modules which have learning outcomes that are too similar to the learning outcomes of this module.
No incompatible modules listed
Co-requisite Modules
No Co-requisite modules listed
Requirements
This is prior learning (or a practical skill) that is mandatory before enrolment in this module is allowed.
Games Engineering I or equivalent Programming II or equivalent
 

Module Content & Assessment

Indicative Content
A brief history of online games
n/a
Networking primer
Fundamental networking concepts; TCP/IP Model; Internetworking; IP
Network programming
Streams; datagrams; non-blocking calls; serialization;
Network limitations and consistency
Latency and jitter; unreliable data transfer; bandwidth; the Information Principle;
Network Architectures
Client-Server; P2P; Authoritative host; multiple servers; Network Address Translators (NATs);
Information Management
Packet Rate Modification; Interpolation, extrapolation, and convergence; Predictive Contracts; Dead Reckoning; Compression;
Latency Management
Effects of Latency; clock synchronization; optimistic and pessimistic latency compensation techniques;
Assessment Breakdown%
Continuous Assessment30.00%
Project40.00%
Practical30.00%
Continuous Assessment
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Examination Class Examinations 2 30.00 n/a
Project
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Project Project 3 40.00 Sem 1 End
Practical
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Practical/Skills Evaluation Practical Laboratories 1 30.00 Sem 1 End
No End of Module Formal Examination

ITCarlow reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time
Workload Type Frequency Average Weekly Learner Workload
Lecture 12 Weeks per Stage 2.00
Laboratory 12 Weeks per Stage 2.00
Estimated Learner Hours 24 Weeks per Stage 2.17
Total Hours 100.00