IGB283 Game Engine Theory and Application
To view more information for this unit, select Unit Outline from the list below. Please note the teaching period for which the Unit Outline is relevant.
| Unit code: | IGB283 |
|---|---|
| Prerequisite(s): | CAB201 |
| Antirequisite(s): | INB381 |
| Credit points: | 12 |
| Timetable | Details in HiQ, if available |
| Availabilities |
|
Unit Outline: Semester 2 2027, Gardens Point, Internal
| Unit code: | IGB283 |
|---|---|
| Credit points: | 12 |
| Pre-requisite: | CAB201 |
| Anti-requisite: | INB381 |
| Coordinator: | Cody Phillips | cody.phillips@qut.edu.au |
Overview
This unit introduces the theory, mathematics and practice of computer graphics and games. You will develop intermediate games-programming knowledge and skills through practical work with industry-standard 3D game engines. You will also explore how generative artificial intelligence (genAI) and the Model Context Protocol (MCP) can support related game-development workflows.
Learning Outcomes
On successful completion of this unit you will be able to:
- Apply mathematical methods in this unit to both basic theoretical exercises and contextualised problems.
- Critically analyse real world problems by selecting and designing suitable mathematical tools.
- Use relevant vector, calculus and matrix operations to describe and analyse geometric representations and transformations and understand how these tools can be applied in practical software development contexts.
- Demonstrate advanced programming skills in the implementation of mathematical techniques within an industry standard game engine.
Content
Topics covered include:
Co-ordinate Systems - Review of Trigonometry, Sine and Cosine rules,1D, 2D and 3D co-ordinate systems.
Points, Lines and Planes - definitions and properties; displaying points, lines and planes; relationships between points, lines and planes;
translation and rotation of points, lines and planes.Introduction to Vectors - Definitions, Basic Operations, Scalar and Vector Product, Vector equations of lines and planes.
Introduction to Matrices - Definitions. Basic Operations, Determinants, Inverses, Linear transformations
Elementary Transformations - Translations, Rotations and Scaling of 2D and 3D constructions
Projections - Orthographic and perspective projections
Polygons and Polyhedra - Definitions, properties and classification
Curves and Surfaces - Planar and space curves, Bezier curves and surfaces, Tangents and tangent vectors, continuity and composite curves, linear and cubic interpolation
Introduction to Calculus - Differentiation and its relationship with curves and surfaces, Integration and its relationship with summations, areas under curves
Principles in converting a mathematical formula to a functioning program script.
Model Context Protocol (MCP) and related generative artificial intelligence workflows.
Learning Approaches
The unit adopts a blended learning approach that includes a combination of interactive lectures, practical workshops sessions where you will engage in collaborative activities with peers and tutors and a unit communications channel designed to facilitate communication with your peers and teaching staff outside of scheduled classes.
Your learning in this unit is facilitated using a variety of teaching strategies including programming demonstrations and modelling of problem-solving as well as materials in the unit Canvas site. As more advanced unit, you are expected to undertake your own independent research to find solutions to challenges.
Weekly interactive lectures are used to introduce you to the theoretical concepts that underpin the practical components of the unit and prepare you for the hands-on practical workshops. The practical workshops are focussed on building small implementations of mathematical concepts from lectures, within the context of assignment projects.
The practical workshops will provide practice in the application of theory and procedures, allow exploration of concepts with teaching staff and other students, and give feedback on your progress and understanding. Success in this unit requires an integrated understanding of the subject matter. If you are experiencing difficulty with the mathematics and/or programming required in this unit, you are encouraged to make contact with your tutor to get assistance. You are also reminded of the free Maths and IT programming via the STIMulate peer program.
You can expect to spend between 10 - 15 hours per week on average involved in attending all scheduled interactive lectures and workshops, completing assessment tasks, and undertaking your own independent study to consolidate your learning.
Feedback on Learning and Assessment
You will have a range of opportunities to receive feedback on your learning and progress in this unit including formative in-class individual or whole-of-class feedback on exercises conducted in class by tutors and peers as well as individual feedback on assessment tasks via a rubric and written feedback. Whole-of-class feedback will be provided by an announcement on the unit site in Canvas. Individual consultations with your tutor can be arranged at a mutually convenient time.
Assessment
Overview
The assessment for this unit is comprised of two applied programming projects.
Unit Grading Scheme
7- point scale
Assessment Tasks
Assessment: Object Movement and Interactions
Write an implementation of a simple mathematical function involving linear algebra within the context of a game engine scripting environment.
This assignment is eligible for the 48-hour late submission period and assignment extensions.
The ethical and responsible use of generative artificial intelligence (GenAI) tools is authorised in this assessment. See the relevant assessment details in Canvas for specific guidelines.
Assessment: Articulated Objects
Write an implementation of a more complex mathematical function involving linear algebra and calculus within the context of a game engine scripting environment.
This assignment is eligible for the 48-hour late submission period and assignment extensions.
The ethical and responsible use of generative artificial intelligence (GenAI) tools is authorised in this assessment. See the relevant assessment details in Canvas for specific guidelines.
Academic Integrity
Academic integrity is a commitment to undertaking academic work and assessment in a manner that is ethical, fair, honest, respectful and accountable.
The Academic Integrity Policy sets out the range of conduct that can be a failure to maintain the standards of academic integrity. This includes, cheating in exams, plagiarism, self-plagiarism, collusion and contract cheating. It also includes providing fraudulent or altered documentation in support of an academic concession application, for example an assignment extension or a deferred exam.
You are encouraged to make use of QUT’s learning support services, resources and tools to assure the academic integrity of your assessment. This includes the use of text matching software that may be available to assist with self-assessing your academic integrity as part of the assessment submission process.
Breaching QUT’s Academic Integrity Policy or engaging in conduct that may defeat or compromise the purpose of assessment can lead to a finding of student misconduct (Code of Conduct – Student) and result in the imposition of penalties under the Management of Student Misconduct Policy, ranging from a grade reduction to exclusion from QUT.
Resources
All necessary learning resources will be provided on the unit Canvas site. Some useful reference books and/or web sites will be advised during classes and posted on the Canvas site.
Resource Materials
Reference book(s)
Essential Mathematics for Games and Interactive Applications, Third Edition by James M. Van Verth and Lars M. Bishop, AK Peters/CRC Press, September 2015, 618 pages, ISBN 1482250926.
Mathematics for Computer Graphics (Undergraduate Topics in Computer Science) 5th Edition 2017 by John Vince, ISBN: 9781447173342.
Risk Assessment Statement
No particular risk is associated to this unit.
Course Learning Outcomes
This unit is designed to support your development of the following course/study area learning outcomes.IN05 Bachelor of Games and Interactive Environments
- Demonstrate broad knowledge of games and interactive environments principles and theory, with an in-depth knowledge of one games-related discipline.
Relates to: ULO1, Object Movement and Interactions, Articulated Objects - Apply creativity, critical thinking and problem-solving skills to generate solutions to design challenges.
Relates to: ULO2, ULO3, Object Movement and Interactions, Articulated Objects - Create engaging and meaningful games experiences for specific target audiences in partnership with diverse industry and community stakeholders using industry-relevant software and technologies..
Relates to: ULO3, ULO4, Object Movement and Interactions, Articulated Objects - Evidence the development of your learning, professional capabilities and skills through creating a curated portfolio of work.
Relates to: ULO4, Object Movement and Interactions, Articulated Objects