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FIT2096 · Games programming

Official Handbook

2026 Handbook6 credit pointsLevel 2Faculty of Information Technology

Last checked: 23 Aug 2026 UTC

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.

Areas of study: Games development

Offerings

CampusTeaching periodMode
ClaytonFirst semesterTeaching activities are on-campus (ON-CAMPUS)

Assessment

The Handbook does not list a final examination among the assessment items. That is not a guarantee there is none.

#AssessmentTypeWeightHurdle
1Learning Project PortfolioPortfolio100%Competency

Assessment details may change. Please refer to the assessment information in Moodle closer to the start of the teaching period.

Requisites

prerequisite

  • FIT1048 — Fundamentals of C++
  • FIT1045 — Introduction to programming
  • FIT1053 — Introduction to programming (Advanced)

Joined by OR.

Learning outcomes

  1. Create software artefacts which use vectors and quaternions to implement object movement, physics and collisions in game programming;
  2. Prototype games that use 2D & 3D rendering techniques, including textures, models and cameras using industry standard game engines;
  3. Create game prototypes which implement game loops using event based game architectures;
  4. Design and build user interfaces for games which align to contemporary accessibility standards;
  5. Implement game prototypes that incorporate appropriate AI agents within the core gameplay experience.

Workload

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.

ActivityDuration
Workshops12 hours
Laboratories36 hours

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