Module Title: | Gameplay Programming II |
Language of Instruction: | English |
Module Delivered In |
No Programmes
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Teaching & Learning Strategies: |
This module is delivered as a mix of traditional lectures and practical sessions within a laboratory setting with a blend of interactive lectures and practical work. Learners are actively participating in class work throughout each scheduled session.
Students will be assigned practical exercises that address the learning outcomes. |
Module Aim: |
To give the student a thorough understanding of the application of physics to gameplay for mobile platforms. |
Learning Outcomes |
On successful completion of this module the learner should be able to: |
LO1 |
Design, implement and demonstrate 2D game prototypes for mobile platforms; Incorporating physics simulations based on mathematical modelling. |
LO2 |
Use an appropriate networking API to exchange game data with other game clients in realtime. |
LO3 |
Design and implement a rudimentary multiplayer game, which includes physics elements, for mobile platforms. |
LO4 |
Incorporate particle physics into computer games and debug by comparing computer output to results predicted by theoretical physics. |
LO5 |
Simulate the physics of the collision of regular rigid body shapes in 2D using the full theoretical application. |
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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4418 |
PROG H4203 |
Prog for Games Devices I |
Requirements
This is prior learning (or a practical skill) that is mandatory before enrolment in this module is allowed. |
Successful completion of year 2 or equivalent. |
Module Content & Assessment
Indicative Content |
1.
Applied Physics Content to include Particle kinematics and dynamics (projectiles, circular motion, particle systems, Forces, force fields, gravitational fields, friction, fluid resistance, pressure, buoyancy, springs with damping, torque: Approximation Methods: Rigid body dynamics (centres of mass, moments of inertia, torque, angular velocity and acceleration,): Collisions (conservation of linear and angular momentum, Newton’s law of restitution, impulse on collision, resolution of collisions in 2D. Applications in 2D rigid body.)
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2.
Introduction to mobile development environments.
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3.
Creating game menus and navigating between them.
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4.
Deploying and debugging an application on a mobile device.
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5.
Supporting multiple screen resolutions.
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6.
Loading game data from external resources.
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7.
Fundamentals of mobile 2D game programming: sprites, collision detection, game input, audio, timers, animation.
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8.
Modelling collisions in 2D.
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9.
Designing movement systems: walking and jumping, managing collision boundaries.
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10.
Modelling projectile motion with and without air resistance.
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11.
Modelling deformable soft physics bodies using physics joints.
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12.
Modelling physics concepts eg buoyancy
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13.
Networking: Using a networking library to exchange messages with other clients in realtime.
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Assessment Breakdown | % |
Project | 30.00% |
Practical | 30.00% |
End of Module Formal Examination | 40.00% |
Project |
Assessment Type |
Assessment Description |
Outcome addressed |
% of total |
Assessment Date |
Project |
Mobile Project 1 |
1 |
15.00 |
Sem 1 End |
Project |
Mobile Project 2 (develop multiplayer game and publish) |
3 |
15.00 |
n/a |
Practical |
Assessment Type |
Assessment Description |
Outcome addressed |
% of total |
Assessment Date |
Practical/Skills Evaluation |
Practical Work |
1,2,3,4,5 |
30.00 |
Sem 1 End |
End of Module Formal Examination |
Assessment Type |
Assessment Description |
Outcome addressed |
% of total |
Assessment Date |
Formal Exam |
n/a |
1,4,5 |
40.00 |
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 |
Laboratory |
20 Weeks per Stage |
4.00 |
Lecture |
20 Weeks per Stage |
2.00 |
Independent Learning |
20 Weeks per Stage |
2.00 |
Total Hours |
160.00 |
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