Module Title: | Online Gaming Technologies |
Language of Instruction: | English |
Module Delivered In |
No Programmes
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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.
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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
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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
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Module Content & Assessment
Indicative Content |
Introduction
History and challenges of Online Games
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Network fundamentals
IP, TCP, UDP, Sockets, latency, bandwidth, packet loss
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Network architectures
Client-server, P2P, multiple servers, multicast, NAT
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Design a multiplayer game
Serialisation, replication, input and state based updates, design decisions
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Latency and consistency
Simulating real world conditions, latency and consistency management e.g. dead reckoning, interpolation, time warp
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Information management
Compression e.g. bitpacking, delta, message aggregation
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Services
Matchmaking, stats, achievements, databases, cloud hosting, RESTful API
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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
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Scalability
Instancing, fault tolerance, persistence, interest management
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Assessment Breakdown | % |
Continuous Assessment | 10.00% |
Project | 30.00% |
Practical | 10.00% |
End of Module Formal Examination | 50.00% |
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 |
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