Unit of Competency Mapping – Information for Teachers/Assessors – Information for Learners

ICTGAM530 Mapping and Delivery Guide
Develop and implement physics in a 3-D digital game

Version 1.0
Issue Date: April 2024


Qualification -
Unit of Competency ICTGAM530 - Develop and implement physics in a 3-D digital game
Description
Employability Skills
Learning Outcomes and Application This unit describes the skills and knowledge required to integrate a physics, and rendering, engine into a 3-D digital game.It applies to individuals with high-level technical and mathematical skills working as game engine developers, gameplay programmers and other personnel working in the game development industry.No licensing, legislative or certification requirements apply to this unit at the time of publication.
Duration and Setting X weeks, nominally xx hours, delivered in a classroom/online/blended learning setting.

Gather evidence to demonstrate consistent performance in conditions that are safe and replicate the workplace. Noise levels, production flow, interruptions and time variances must be typical of those experienced in the game development field of work, and include access to:

suitable development environment

physics libraries

computer hardware and software

games engines

file storage.

Assessors must satisfy NVR/AQTF assessor requirements.

Prerequisites/co-requisites
Competency Field
Development and validation strategy and guide for assessors and learners Student Learning Resources Handouts
Activities
Slides
PPT
Assessment 1 Assessment 2 Assessment 3 Assessment 4
Elements of Competency Performance Criteria              
Element: Develop a game world system
  • Develop code using a programming language and create instances of the rendering engine, the scene manager and physics engine’s world objects
  • Constrain the frame rate to a desired frame rate
       
Element: Develop components to support game world creation using physics
  • Create and implement the game physics system
  • Implement the game object primitives
  • Use or develop a physics debugger to show collision frames
       
Element: Develop an understanding of constraint dynamics
  • Generate game objects or physics bodies constrained by joints
  • Build a ragdoll using the game physics system
       
Element: Develop an understanding of physics interactivity
  • Use the game physics system to ray cast the scene
  • Implement a player-controlled model
  • Implement and develop game physics system models
       
Element: Develop an interactive scene
  • Use primitives to build a scene
  • Use trigger volumes to fire off events
  • Capture the collision events with call-backs
  • Use a toggle for collision frames
       
Element: Compile a report
  • Build class diagrams for all objects
  • Describe the techniques used to create interactivity
  • Describe the objects and when they were used
  • Document the libraries used
       


Evidence Required

List the assessment methods to be used and the context and resources required for assessment. Copy and paste the relevant sections from the evidence guide below and then re-write these in plain English.

ELEMENT

PERFORMANCE CRITERIA

Elements describe the essential outcomes.

Performance criteria describe the performance needed to demonstrate achievement of the element.

1. Develop a game world system

1.1 Develop code using a programming language and create instances of the rendering engine, the scene manager and physics engine’s world objects

1.2 Constrain the frame rate to a desired frame rate

2. Develop components to support game world creation using physics

2.1 Create and implement the game physics system

2.2 Implement the game object primitives

2.3 Use or develop a physics debugger to show collision frames

3. Develop an understanding of constraint dynamics

3.1 Generate game objects or physics bodies constrained by joints

3.2 Build a ragdoll using the game physics system

4. Develop an understanding of physics interactivity

4.1 Use the game physics system to ray cast the scene

4.2 Implement a player-controlled model

4.3 Implement and develop game physics system models

5. Develop an interactive scene

5.1 Use primitives to build a scene

5.2 Use trigger volumes to fire off events

5.3 Capture the collision events with call-backs

5.4 Use a toggle for collision frames

6. Compile a report

6.1 Build class diagrams for all objects

6.2 Describe the techniques used to create interactivity

6.3 Describe the objects and when they were used

6.4 Document the libraries used

Evidence of the ability to:

develop and document an interactive game that implements game physics

identify, evaluate, and use a physics library.

Note: If a specific volume or frequency is not stated, then evidence must be provided at least once.

To complete the unit requirements safely and effectively, the individual must:

explain basic programming techniques needed to develop game objects

describe the integration issues of common physics concepts in games design

summarise the current game-play hardware and software products, including any technical constraints they impose on design and development

summarise the human resources required in the process of creating a game, and respective skills

explain the techniques for applying concept development and visualisation skills.


Submission Requirements

List each assessment task's title, type (eg project, observation/demonstration, essay, assignment, checklist) and due date here

Assessment task 1: [title]      Due date:

(add new lines for each of the assessment tasks)


Assessment Tasks

Copy and paste from the following data to produce each assessment task. Write these in plain English and spell out how, when and where the task is to be carried out, under what conditions, and what resources are needed. Include guidelines about how well the candidate has to perform a task for it to be judged satisfactory.

ELEMENT

PERFORMANCE CRITERIA

Elements describe the essential outcomes.

Performance criteria describe the performance needed to demonstrate achievement of the element.

1. Develop a game world system

1.1 Develop code using a programming language and create instances of the rendering engine, the scene manager and physics engine’s world objects

1.2 Constrain the frame rate to a desired frame rate

2. Develop components to support game world creation using physics

2.1 Create and implement the game physics system

2.2 Implement the game object primitives

2.3 Use or develop a physics debugger to show collision frames

3. Develop an understanding of constraint dynamics

3.1 Generate game objects or physics bodies constrained by joints

3.2 Build a ragdoll using the game physics system

4. Develop an understanding of physics interactivity

4.1 Use the game physics system to ray cast the scene

4.2 Implement a player-controlled model

4.3 Implement and develop game physics system models

5. Develop an interactive scene

5.1 Use primitives to build a scene

5.2 Use trigger volumes to fire off events

5.3 Capture the collision events with call-backs

5.4 Use a toggle for collision frames

6. Compile a report

6.1 Build class diagrams for all objects

6.2 Describe the techniques used to create interactivity

6.3 Describe the objects and when they were used

6.4 Document the libraries used

Copy and paste from the following performance criteria to create an observation checklist for each task. When you have finished writing your assessment tool every one of these must have been addressed, preferably several times in a variety of contexts. To ensure this occurs download the assessment matrix for the unit; enter each assessment task as a column header and place check marks against each performance criteria that task addresses.

Observation Checklist

Tasks to be observed according to workplace/college/TAFE policy and procedures, relevant legislation and Codes of Practice Yes No Comments/feedback
Develop code using a programming language and create instances of the rendering engine, the scene manager and physics engine’s world objects 
Constrain the frame rate to a desired frame rate 
Create and implement the game physics system 
Implement the game object primitives 
Use or develop a physics debugger to show collision frames 
Generate game objects or physics bodies constrained by joints 
Build a ragdoll using the game physics system 
Use the game physics system to ray cast the scene 
Implement a player-controlled model 
Implement and develop game physics system models 
Use primitives to build a scene 
Use trigger volumes to fire off events 
Capture the collision events with call-backs 
Use a toggle for collision frames 
Build class diagrams for all objects 
Describe the techniques used to create interactivity 
Describe the objects and when they were used 
Document the libraries used 

Forms

Assessment Cover Sheet

ICTGAM530 - Develop and implement physics in a 3-D digital game
Assessment task 1: [title]

Student name:

Student ID:

I declare that the assessment tasks submitted for this unit are my own work.

Student signature:

Result: Competent Not yet competent

Feedback to student

 

 

 

 

 

 

 

 

Assessor name:

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Assessment Record Sheet

ICTGAM530 - Develop and implement physics in a 3-D digital game

Student name:

Student ID:

Assessment task 1: [title] Result: Competent Not yet competent

(add lines for each task)

Feedback to student:

 

 

 

 

 

 

 

 

Overall assessment result: Competent Not yet competent

Assessor name:

Signature:

Date:

Student signature:

Date: