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
Design, develop, and deploy services supporting online games with high performance and scalability.
LO2
Apply the basic concepts and techniques of data compression for multiplayer games.
LO3
Identify security challenges and employ modern cryptographic techniques to enhance security for online games.
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
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