Unit of competency Outline

Date retreived
22/07/2026 10:03 PM AWST

Whilst all efforts are made to provide accurate and timely information from the relevant source/documentation, please be aware that the information supplied may not be the most current version. The accuracy of the detail has not been confirmed by the Department and therefore should not be relied upon without first confirming the contents.

Develop and implement physics in a 3-D digital game

Develop and implement physics in a 3-D digital game

Unit of competency
National Code
ICAGAM530A
State Code
D7833
TGA Status
Replaced
DTWD Status
Replaced
Current Release Number
1.00
Current Release Date
18/07/2011
State Implementation and Classification
Approved Date
07/10/2011
Field of Education
020115 - Computer Graphics
Original Release Date
07/10/2011
Nominal Hours
40
Description
This unit describes the performance outcomes, skills and knowledge required to integrate a physics and rendering engine into a 3-D digital game.
Notes
Elements and Performance Criteria
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 game physics system
  • 2.2 Implement 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 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 techniques used to create interactivity
  • 6.3 Describe the objects and when they were used
  • 6.4 Document the libraries used
The range statement relates to the unit of competency as a whole. It allows for different work environments and situations that may affect performance. Bold italicised wording, if used in the performance criteria, is detailed below. Essential operating conditions that may be present with training and assessment (depending on the work situation, needs of the candidate, accessibility of the item, and local industry and regional contexts) may also be included.

Develop code may involve use of:
code libraries
code objects
control loop
operating system code
programming language.
Programming languagemay include:
ActionScript
C
C#
C++
Flash Lite
Java
Object Pascal
Objective-C
Pascal
Python
VB.NET.
Render engine may include:
game engines, such as:
BigWorld
Blender3D
Dunia
Half Life (Source)
Jade
Quake
Riot
Scimitar
Second Life
Unreal
Unity
OGRE
Irrlicht.
Physics engine may include:
Ageia PhysX
Bullet
Havok physics
Newton game dynamics
open dynamics engine (ODE).
Desired frame rate may include:
120 fps
30 fps
60 fps.
Game physics system may include:
call-backs, such as:
on collision effect game play
collision
combat:
bullets
debris
explosions
water
wreckage
gravity
movement:
attacking
dying
jumping
movement
swimming.
Primitives may include:
3-D models
animated 3-D models or characters
characters
compound shapes
convex hulls
serialisation.
Joints may include:
ball and socket
corkscrew
hinge
slides
universal.
Game physics system models may include:
player control, such as:
attacking
dying
jumping
movement
swimming
spline movement
wandering AI body.
The evidence guide provides advice on assessment and must be read in conjunction with the performance criteria, required skills and knowledge, range statement and the Assessment Guidelines for the Training Package.

Overview of assessment

Critical aspects for assessment and evidence required to demonstrate competency in this unit
Evidence of the ability to:
develop an interactive game that implements game physics
identify, evaluate and use a physics library.
Context of and specific resources for assessment
Assessment must ensure access to:
computer terminal
integrated development environment
word-processing application
the internet
physics libraries
computer hardware, software, games engines and file storage
copyright and intellectual property legislation
OHS legislation and enterprise policy
appropriate learning and assessment support when required
modified equipment for people with special needs.
Method of assessment
A range of assessment methods should be used to assess practical skills and knowledge. The following examples are appropriate for this unit:
review of working executable that implements game physics
review of work samples or simulated workplace activities
review of fault-finding exercises
evaluation of reports and logbooks.
Guidance information for assessment
Holistic assessment with other units relevant to the industry sector, workplace and job role is recommended, where appropriate.
Assessment processes and techniques must be culturally appropriate, and suitable to the communication skill level, language, literacy and numeracy capacity of the candidate and the work being performed.
Indigenous people and other people from a non-English speaking background may need additional support.
In cases where practical assessment is used it should be combined with targeted questioning to assess required knowledge.
Replaced By
State Code National Code Title Type
AUU06 ICTGAM530 Develop and implement physics in a 3-D digital game Unit of competency
State Code National Code Title Type
D568 ICA50211 Diploma of Digital and Interactive Games Qualification