Michael Mohan
Flick through the slideshow to see screenshots from my third year university projects.
The modules taken during the third year of university are also outlined below along with overviews of the projects completed for the modules.










University Modules And Projects Completed During Third Year
Agile And Component Based Development
This module introduced the principles and practices of agile development, with the corresponding project providing experience of working in an agile development team. The module went over concepts such as component based development, pair programming, continuous integration and test driven development. It also gave an overview of the agile frameworks of Scrum and eXtreme Programming and enforced the adoption of agile practices such as sprints, scrum meetings and version control within the associated project.
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Details about the project for this module can be seen in the Agile And Component Based Development page.
Artificial Intelligence
This module introduced different concepts of artificial intelligence in computer systems including rule-based systems, fuzzy logic, probability, propositional calculus, expert systems, information retrieval, pattern recognition, neural networks, spectral analysis, computational linguistics and speech processing. The logic programming language Prolog was also used to explore some of these concepts.
Aspects Of Game Engine Development
This module gave an overview of the different game engine components used in game development such as physics, terrain modelling, rendering, animation and graphics effects (shadows, lighting, water, particle effects etc.). It also went over the aspects needed to construct a game engine including architecture, update and render pipelines, rigid body dynamics, collision detection, contact resolution, component integration and scene graph formation.
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Details about the project for this module can be seen in the Aspects Of Game Engine Development page.
Games Design 3
This module investigated how game design can aid education through game based learning, and discussed the use of applied behavior analysis to support learning and, in particular, with autism therapy. It also investigated game development for mobile devices with the introduction of Adobe Flash Player.
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Details about the project for this module can be seen in the Games Design 3 page.
Programming Language Implementation
This module gave an overview of the compilation process used to convert high level programs into low level object code and provided insight into how compilers are constructed. This included looking at syntax theory, lexical analysis, syntax analysis, semantic analysis, syntax error recovery, data storage and data representation for object code generation.
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Details about the project for this module can be seen in the Programming Language Implementation page.
Real Time Visualisation And Computer Graphics 4
This module investigated the methods used to render graphics in real time in a computer application, and the mathematical techniques needed to perform those methods. The module looked at lighting, shading, geometric modelling, the rendering pipeline (and techniques such as occlusion, culling and clipping) and geometric calculations. The module also looked at non real time rendering techniques such as ray tracing and radiosity. The OpenGL shader language GLSL was used to experiment with different real time visualisation techniques.
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Details about the project for this module can be seen in the Real-Time Visualisation page.