This is an archived handbook for a previous year. The current undergraduate and postgraduate handbooks can be viewed using the links above.
Postgraduate Handbook 2012-2013 (archived)
Module COMP41015: Efficiency and Optimization in Game Programming
Department: Computer Science
COMP41015: Efficiency and Optimization in Game Programming
| Type | Level | Credits | Availability | Module Cap | Location |
|---|---|---|---|---|---|
| Tied | 4 | 15 | Available in 2012/2013 | None. | Durham |
Tied To
Pre-requisites
- None.
Corequisites
- None.
Excluded Combinations
- None.
Aims
- To provide students with an understanding of the techniques for improving and optimizing the performance of computer games, and will develop their ability to apply these techniques.
Content
- Low-level game programming across gaming platforms.
- Hardware behaviour, including that of graphics cards and specialised input devices.
- Optimization, including use of middleware technologies.
- Profiling in the context of system specification and throughput.
- Complexity and performance analysis.
Learning Outcomes
Subject-specific Knowledge
- An advanced level of understanding of the theory, principles and practice of software engineering and directly related technical topics.
- Obtain a good understanding of the "low-level" details of game programming.
- Obtain an understanding of the hardware of game programming.
- Understand the engineering of games for optimization.
- Be able to understand and apply different gaming systems technologies where suitable.
Subject-specific Skills
- Practical experience of efficient and optimized game programming.
- The ability to demonstrate systematic and advanced-level design, development, test and maintenance abilities using modern software techniques and tools.
- The technical process and industry-standard software lifecycle-based approach to designing and constructing large scale gaming systems.
- Advanced theoretical and practical appreciations of modern approaches to the software engineering required for gaming applications, including process technologies.
- Apply current best technical practices of software engineering in a manner appropriate to a given problem domain.
Key Skills
- Written communication skills to an appropriate professional standard.
- Apply research and problem solving.
- Achieve a practical solution through the integration of a number of technologies, many of which may be very rapidly changing.
Modes of Teaching, Learning and Assessment and how these contribute to the learning outcomes of the module
- Teaching will be a combination of lectures, tutorials, individual development work in practicals and laboratory exercises. All these activities will be customised to support the requirements of the summative report.
- Summative report demonstrating the mastery of (i) "low-level" game programming, (ii) hardware in game programming, (iii) optimization engineering and (iv) different gaming systems technologies.
Teaching Methods and Learning Hours
| Activity | Number | Frequency | Duration | Total Hours | Attendance Monitored |
|---|---|---|---|---|---|
| Lectures | 6 | In weeks 1 and 2 | 2 hour | 12 | Yes |
| Tutorials | 4 | In weeks 3 and 4 | 2 hour | 8 | Yes |
| Preparation and Reading | 130 | ||||
| Total | 150 |
Summative Assessment
| Component | Component Weighting | Element | Length/Duration | Element Weighting | Resit Opportunity |
|---|---|---|---|---|---|
| Laboratory Report | 100% | Report and code | 2,500 words | 100% |
Formative Assessment
Staged written feedback and/or formative exercises.
Students who do not attend monitored activities shown under Teaching Methods
and Learning Hours, or who fail to complete the summative or formative
assessment(s) specified above, may be subject to the Academic Progress
procedures defined in the University's General Regulation V, and may be
required to leave the University.