2SPIM131 Game Engine Architecture
- Number of credits10
- Teaching semester2026 Autumn
- Language of instructionEnglish
- CampusHamar
- Required prerequisite knowledge
Recommended: 23DPRO101-3D-programmering and 2ADS101-Algorithms and Data Structures
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3D rendering optimisation
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3D sound
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materials
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scene graphs/scene organisation
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light/shade
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collision detection
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physics simulation
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types of animation
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particle systems
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scripting
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data oriented design
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ECS - Entity Component System
Learning Outcome
Once the student has passed the course, they will have achieved the following learning outcomes:
The student
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has knowledge of the architecture and parts of a 3D game engine
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has knowledge of rendering optimisation
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has knowledge of data oriented design
The student
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is able to use tools and methods for programming large, complex systems
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is able to find, evaluate, use and refer to relevant research and development work and other relevant academic material
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is fully conversant with critical thinking, logic, communication and problem solving
The student
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is able to disseminate key academic material orally and in writing, take part in professional discussions within the subject area and share their knowledge and experiences with others
The course is organised as a combination of lectures, practical exercises, self-study and supervision.
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4-hour individual written examination, counts for 50% of the final grade
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1 individual assignment, counts for 50% of the final grade
Form of assessment | Grading scale | Grouping | Duration of assessment | Support materials | Proportion | Comment |
---|---|---|---|---|---|---|
Written examination with invigilation | ECTS - A-F | Individual | 4 Hour(s) | 50 | ||
Home exam | ECTS - A-F | Individual |
| 50 |