UnitLevel 2Undergraduate

FIT2096 Games programming 1

Faculty of Information Technology

FIT2096 Games programming 1 is a level 2, 6-credit-point, undergraduate unit from the Faculty of Information Technology, offered in 2020 in Semester 1 at Clayton. It has no prerequisites and unlocks 1 unit.

Credit points
6
Offered in 2020
Semester 1
Clayton
Workload
12 hours
per semester

This is the 2020 handbook entry. See the 2027 entry.

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Requisites

Before FIT2096

No prerequisites or corequisites besides the enrolment rules below.

After FIT2096

1 unit list FIT2096 as a prerequisite or corequisite.

Enrolment rules

Prohibition: FIT2049

Prerequisites: FIT1048 or FIT2071

Overview

This unit will further develop object-oriented programming skills with the C++ language, and place them into the Games Programming context. Fundamental games programming design principles will be covered, including formal game structures and the game program loop. A number of specific games programming techniques with C++ will be also covered. These include the use of DirectX, games physics, and advanced 3D rendering, expressing these concepts through game creation using C++ and Microsoft Windows DirectX. Underpinning this will be use of fundamental mathematical principles for working with computer graphics and game interactions. This provides a strong grounding for further study in this area, especially related to games engine development and artificial intelligence.

Offerings in 2020

Teaching periodCampusMode
First semesterClaytonOn campus
First semester (Fully flex)ClaytonFlexible

Learning outcomes

When you finish this unit, you should be able to:

  1. 1

    Describe the geometric meaning behind vectors and matrices, and create code that demonstrates how these can be applied practically in game programming, including for object movement and collision;

  2. 2

    Create game programs that demonstrate an understanding of the programming game loop and how to set it up;

  3. 3

    Create game programs that demonstrate an understanding of DirectX, including textures, displaying sprites, animation, text, and rendering;

  4. 4

    Create game programs that demonstrate an understanding of physics in the games programming context, including basic movement and interaction;

  5. 5

    Create game programs that demonstrate an understanding of Direct 3D rendering, including geometry, models, cameras, textures and lighting.

Workload and teaching

Minimum total expected workload equals 12 hours per week comprising:

(a.) Contact hours for on-campus students:

  • Two hours lectures
  • Two hours laboratories

(b.) Additional requirements (all students):

  • A minimum of 2-3 hours of personal study per one hour of lecture time in order to satisfy the reading, lab and assignment expectations.

Where it fits

FIT2096 is part of 2 areas of study in the 2020 handbook.

Contacts

Chief Examiners
Mr Chris Nelson

Common questions

What are the prerequisites for FIT2096?

FIT2096 has no prerequisites, but enrolment rules apply.

What can I take after FIT2096?

FIT2096 is a prerequisite or corequisite for 1 unit, including FIT2097.

When is FIT2096 offered?

In 2020, FIT2096 runs in Semester 1 at Clayton.

How much work is FIT2096?

The handbook expects about 12 hours of study across the semester. No students have rated its difficulty yet.

Which majors and minors include FIT2096?

FIT2096 is part of Games development.

More details

Credit points
6
Level
2
Study level
Undergraduate
Faculty
Faculty of Information Technology
Type
Coursework
EFTSL
0.125
Student contribution
SCA Band 2
Study abroad
Not available