- Class 30
- Practice 30
- Independent work 120
Introduction to computer game engine architectures
Lecturers and associates
The aim of the module is to introduce students to the topic of architecture and operation of computer game engines and, through the creation of a simple game engine prototype, give them a clear picture of the scope, functionality and performance expected from modern computer game engines.
This module is part of optional modules that provide students with knowledge and skills in the field of advanced computer game programming. It builds on the skills and knowledge acquired in previous programming modules. The skills learned in this module will significantly contribute to the development of the student as a professional in the respective fields.
The module is taught in the programming languages C++ and C
and in the software development tools Unity and Unreal. The module knowledge check is based on individual student projects.
Students will learn:
• what is the main loop
• what events a typical main loop consists of
• how to communicate with the filesystem
• types of resources
• basics of 2D physics simulation
• how the plotting system works
• how to implement animations
• on human interface devices (HID).
1. Gregory, J. (2018) Game Engine Architecture. 3rd edn. Natick: A K Peters/CRC Press.
Minimal learning outcomes
- Implement the main loop in a computer game engine prototype.
- Implement the interaction of the computer game engine with the resources and filesystem.
- Implement rudimentary 2D physics in a computer game engine prototype.
- Design a human interface device (HID) integration system.
Preferred learning outcomes
- Implement a main loop in a computer game engine prototype with a documented event cycle.
- Implement effective interaction of computer game engine with resources and filesystem.
- Implement more complex 2D physics in a computer game engine prototype.
- Build a human interface device (HID) integration system.