Module Title:Online Gaming Technologies
Language of Instruction:English
Credits: 10
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 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 industry practice.
Learning Outcomes
On successful completion of this module the learner should be able to:
LO1 Appreciate the challenges/issues involved in the development of online games
LO2 Design, develop and deploy distributed, on-line gaming applications.
LO3 Design, develop, and deploy services supporting Online Gaming.
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 II or equivalent Web Development and Databases or equivalent Programming II and Operating Systems or equivalent
 

Module Content & Assessment

Indicative Content
Introduction
History and challenges of Online Games
Network fundamentals
IP, TCP, UDP, Sockets, latency, bandwidth, packet loss
Network architectures
Client-server, P2P, multiple servers, multicast, NAT
Design a multiplayer game
Serialisation, replication, input and state based updates, design decisions
Latency and consistency
Simulating real world conditions, latency and consistency management e.g. dead reckoning, interpolation, time warp
Information management
Compression e.g. bitpacking, delta, message aggregation
Services
Matchmaking, stats, achievements, databases, cloud hosting, RESTful API
Security
Attacks: client side e.g. wall hack, server side e.g. DDOS, network level e.g. packet sniffing, social e.g. chip dumping; encryption
Scalability
Instancing, fault tolerance, persistence, interest management
Assessment Breakdown%
Continuous Assessment10.00%
Project30.00%
Practical10.00%
End of Module Formal Examination50.00%
Continuous Assessment
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Examination Class Examination 1,2,3 10.00 n/a
Project
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Project Project 1 1,2,3 15.00 n/a
Project Project 2 1,2,3 15.00 n/a
Practical
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Practical/Skills Evaluation Laboratory Work 1,2,3 10.00 End-of-Semester
End of Module Formal Examination
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Formal Exam n/a 1,2,3 50.00 End-of-Semester

SETU Carlow Campus reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time
Workload Type Frequency Average Weekly Learner Workload
Lecture 30 Weeks per Stage 2.00
Laboratory 30 Weeks per Stage 2.00
Estimated Learner Hours 30 Weeks per Stage 2.67
Total Hours 200.00