FIT2096 Games programming
Faculty of Information Technology
FIT2096 Games programming is a level 2, 6-credit-point, undergraduate unit from the Faculty of Information Technology, offered in 2025 in Semester 1 at Clayton. It needs FIT1048, FIT1045 or FIT1053 and unlocks 1 unit.
- Credit points
- 6
- Offered in 2025
- Semester 1
- Clayton
- Assessment
- No exam
- 3 tasks
- Workload
- 144 hours
- per semester
This is the 2025 handbook entry. See the 2027 entry.
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Requisites
Before FIT2096
Prerequisites
Pass these before you enrol.
After FIT2096
1 unit list FIT2096 as a prerequisite or corequisite.
Overview
Programming for games requires a strong understanding of how various components of a game engine work and how game mechanics can be constructed using these systems. This unit introduces you to fundamental game programming principles using an object-oriented approach in the C++ language. Programming knowledge is expected coming into the unit, however this does not have to be C++.
A number of techniques will be covered, including the core game program loop, game physics, artificial intelligence agents, 3D rendering and dynamic user interfaces. Underpinning this will be the use of fundamental mathematical principles for working with computer graphics and game interactions.
Offerings in 2025
| Teaching period | Campus | Mode |
|---|---|---|
| First semester | Clayton | On campus |
Assessment
- Micro Game and Debugging20%
- Technical Design Documentation40%
- Game Project40%
Learning outcomes
When you finish this unit, you should be able to:
- 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
Create game programs that demonstrate an understanding of the programming game loop and how to set it up;
- 3
Program games that demonstrate student understanding of 2D rendering, including textures, displaying sprites, animation, and text.
- 4
Create game programs that demonstrate an understanding of physics in the games programming context, including basic movement and interaction;
- 5
Program games that demonstrate student understanding of 3D rendering, including geometry, models, cameras, textures and lighting.
Workload and teaching
- Workshops12 hours
- Laboratories36 hours
- Teaching approachActive learning
Minimum total expected workload to achieve the learning outcomes for this unit is 144 hours per semester typically comprising a mixture of scheduled online and face to face learning activities and independent study. Independent study may include associated reading and preparation for scheduled teaching activities.
Learning resources
Required resources
There is no required textbook in this unit. All required resources will be accessible via the unit Moodle website.
Technology resources
This unit will use Unreal Engine, Visual Studio Community Edition and Jetbrains Rider for Unreal Engine to apply the games development coding practices. All software is available at no cost to students through their respective websites.
Unreal Engine: https://www.unrealengine.com/en-US/
Visual Studio Community: https://visualstudio.microsoft.com/vs/community/
Jetbrains Rider: https://www.jetbrains.com/lp/rider-unreal/
The software will be available to students in FIT laboratories, however having access to this software outside of class time is recommended for undertaking study and working on assignments.
Where it fits
FIT2096 is part of 2 areas of study in the 2025 handbook.
Contacts
- Unit Coordinators
- Jason Haasz
- Chief Examiners
- Mr Josh Olsen
Common questions
What can I take after FIT2096?
FIT2096 is a prerequisite or corequisite for 1 unit, including FIT3097.
When is FIT2096 offered?
In 2025, FIT2096 runs in Semester 1 at Clayton.
How much work is FIT2096?
The handbook expects about 144 hours of study across the semester. No students have rated its difficulty yet.
Does FIT2096 have an exam?
No. FIT2096 has 3 assessment tasks and no exam.
Which majors and minors include FIT2096?
FIT2096 is part of Games and immersive media; and Games development.