Module Overview

Games Engines 2

The purpose of this module is to build on the skills learned in Game Engines 1 so that students can learn how higher order behaviours are implemented in computer games. This course begins by exploring perception and path finding and continues with a comparison of techniques used to implement higher order NPC (Non Player Character) decision making. This course has a strong practical and technical focus and gives students the opportunity to learn practical games development at a low level.

The aim of this module is to build on the knowledge learned in Game Engines 1 so that students can learn how higher order behaviours are implemented in computer games.

Module Code

CMPU 4031

ECTS Credits

5

*Curricular information is subject to change

Perception

Audio perception models, visual perception models, algorithms for visual perception, algorithms for intersection of lines, rays and planes.

Steering behaviours

Unit steering behaviours (seek, pursuit, arrive path following, obstacle avoidance, interpose, hide). Group behaviours (separation, alignment, cohesion, flocking). Combining steering behaviours (weighted sum, prioritised dithering, spatial partitioning).

Path following and path finding

Graphs, breath first search, depth first search, Djikstra’s shortest path, the A* algorithm, data structures, optimisations, path smoothing.

Higher order NPC decision making

Finite state machines, concepts and examples, state transition diagrams, the state machine design pattern, goal driven agent architectures, composite goals, sub goals, goal arbitration.

Class time is split into a series of interactive “studio classroom” based lectures and practical problem solving in labs. In lectures, students have access to a PC, with appropriate software and development kits, so that material and examples can be examined in a live environment. In addition, students will be expected to proactively and independently seek out resources on the internet and from the library to supplement their own learning.

A Virtual Learning Environment (VLE) will be employed to distribute all teaching materials and to support student interaction with both other students and academic staff. Where new material is not presented in lectures, such material will be made available through the VLE and students are expected to proactively use this resource.

Module Content & Assessment
Assessment Breakdown %
Formal Examination50
Other Assessment(s)50