What’s it about?
Game programming is the hub around which everything else in the game revolves. The art, animation, music, sound and text of a game slot into the software like spokes in a wheel. How a game is programmed affects how it works, how the player controls the game and how the game 'feels'. This zone will try to give the learner the basics of programming languages used in today's game industry and how the role of a programmer fits in.
Key points:
- Programming languages and code (e.g. java, C++ )
- Different roles in programming – vehicle physics programming, engine, AI, tool, sound programmers
- Concept of binary code
- Concept of efficient coding for fast processing and easy maintenance
- Programming for specific hardware and peripherals – plug-ins (Direct x et al)
How do I find each section?
Tutorial – Talk to the person stood by the wire-frame animation
Quiz – Talk to the man stood by the ‘sea of binary’ animation
Game – Go through the ‘sea of binary’ screen
Curriculum mapping
| N1/L1.1 |
Read, write, order and compare numbers, including large numbers.
|
| N1/E3.1 |
Count, read, write, order and compare numbers up to 1000. |
| Rt/L1.5 |
Use different reading strategies to find and obtain information. |
| Rt/L1.3 |
Identify the main points and specific detail, and infer meaning from images which is not explicit in the text. |
| Rt/L1.1 |
Trace and understand the main events of continuous descriptive, explanatory and persuasive texts. |
| SLIr/L1.6 |
Respond to questions on a range of topics. |
| Rw/E3.1 |
Recognise and understand relevant specialist key words. |
| Rt/E3.8 |
Obtain specific information through detailed reading. |
| SLIr/E3.6 |
Respond to a range of questions about familiar topics. |
| Rt/E3.7 |
Scan texts to locate information. |