COMP4002.G54GAM-E1
COMP4002.G54GAM-E1 Turn Over
The University of Nottingham
SCHOOL OF COMPUTER SCIENCE
A LEVEL 4 MODULE, SPRING SEMESTER 2018-2019
GAMES
Time allowed ONE Hour
Candidates may complete the front cover of their answer book and sign their desk card but
must NOT write anything else until the start of the examination period is announced
Answer BOTH questions
No calculators are permitted in this examination.
Dictionaries are not allowed with one exception. Those whose first language is not English
may use a standard translation dictionary to translate between that language and English
provided that neither language is the subject of this examination. Subject specific translation
dictionaries are not permitted.
No electronic devices capable of storing and retrieving text, including electronic dictionaries,
may be used.
DO NOT turn examination paper over until instructed to do so
2 COMP4002.G54GAM-E1
COMP4002.G54GAM-E1 End
Question 1: This question concerns game engine architecture.
[overall 15 marks]
a. State in pseudo-code the architecture of a fixed-frequency game loop for a typical game
engine, and give a reason why this would be considered advantageous.
[3 Marks]
b. A simplistic physics engine is simulating a small bullet object, moving at a very high
speed towards a thin wall. Describe how the physics engine should be extended, and
what additional calculations it should employ to prevent the bullet from incorrectly
penetrating the wall.
[3 Marks]
c. Consider a networked multi-player first-person game, such as Counter-Strike, Fortnite,
Apex Legends or similar. You can assume that the game’s networking architecture
makes use of appropriate lag mitigation strategies. Describe the two-way sequence of
communication between a client and the server in the event that the player fires upon
another player moving from left to right in front of them. In your answer, you should
state the lag mitigation strategies which are in use and where they are used. Describe
the information held by the client and the server and that is transmitted between them
as the player moves.
[9 Marks]
Question 2: This question concerns principles of game design.
[overall 15 marks]
a. State what is meant by the term “core mechanic”, and give an example from a game of
your choice.
[3 Marks]
b. Tracey Fullerton identifies 8 formal elements that can be used to describe a game as a
formal system. State and briefly describe these elements with reference to the game
from your answer to part a).
[4 Marks]
c. A balanced game can be said to be one in which the success of the player is largely
determined by their skill. You are designing a role-playing game that will allow the
player to select between one of three characters – a warrior, a wizard/mage and a
rogue/thief. Define, describe and categorise an appropriate relationship between these
characters. In your answer, you should highlight appropriate orthogonal capabilities or
features, drawing a pay-off matrix that demonstrates that the features are balanced,
and describing how these features might be used in a game play scenario.
[8 Marks]