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Mobile Developer's Guide to the Galaxy
Don’t Panic MOBILE DEVELOPER’S GUIDE TO THE GALAXY U PD A TE D & EX TE ND 12th ED EDITION published by: Services and Tools for All Mobile Platforms Enough Software GmbH + Co. KG Sögestrasse 70 28195 Bremen Germany www.enough.de Please send your feedback, questions or sponsorship requests to: [email protected] Follow us on Twitter: @enoughsoftware 12th Edition February 2013 This Developer Guide is licensed under the Creative Commons Some Rights Reserved License. Editors: Marco Tabor (Enough Software) Julian Harty Izabella Balce Art Direction and Design by Andrej Balaz (Enough Software) Mobile Developer’s Guide Contents I Prologue 1 The Galaxy of Mobile: An Introduction 1 Topology: Form Factors and Usage Patterns 2 Star Formation: Creating a Mobile Service 6 The Universe of Mobile Operating Systems 12 About Time and Space 12 Lost in Space 14 Conceptional Design For Mobile 14 Capturing The Idea 16 Designing User Experience 22 Android 22 The Ecosystem 24 Prerequisites 25 Implementation 28 Testing 30 Building 30 Signing 31 Distribution 32 Monetization 34 BlackBerry Java Apps 34 The Ecosystem 35 Prerequisites 36 Implementation 38 Testing 39 Signing 39 Distribution 40 Learn More 42 BlackBerry 10 42 The Ecosystem 43 Development 51 Testing 51 Signing 52 Distribution 54 iOS 54 The Ecosystem 55 Technology Overview 57 Testing & Debugging 59 Learn More 62 Java ME (J2ME) 62 The Ecosystem 63 Prerequisites 64 Implementation 67 Testing 68 Porting 70 Signing 71 Distribution 72 Learn More 4 75 Windows Phone 75 The Ecosystem 76 Implementation 82 Testing -
Page 1 of 43 “Technologies and Architecture for Networked Multiplayer Game Development” an Investigation by Luke Salvoni
SHEFFIELD HALLAM UNIVERSITY FACULTY OF ARTS, COMPUTING, ENGINEERING AND SCIENCES “Technologies and Architecture for Networked Multiplayer Game Development” an investigation by Luke Salvoni April 2010 Supervised by: Dr. Pete Collingwood Page 1 of 43 Abstract Multiplayer video games have been in existence for over three decades, where real time network games were first developed on a device originally designed as an electronic learning tool. Since then, there has been explosive growth in computer network communications which led to mainstream multiplayer titles developing Local Area Network (LAN) versions of their games. Today, network gaming can be conducted using a variety of different protocols and on diverse architecture. But how do they differ from one another? Which architecture is the most appropriate? Which methodology should be selected for game development, and what technologies are used? This report will explore an array of research and existing texts to learn more about these areas, in hope of contributing to the current body of knowledge, and for those interested in the development of networked multiplayer games. Page 2 of 43 Table of Contents Abstract ............................................................................................................ 2 Glossary of Terms............................................................................................ 4 1 – Project Overview ........................................................................................ 5 1.1 Background ............................................................................................ -
Research on Improving Methods for Visualizing Common Elements in Video Game Applications ビデオゲームアプリケーショ
Research on Improving Methods for Visualizing Common Elements in Video Game Applications ビデオゲームアプリケーションにおける共通的 なな要素要素のの視覚化手法視覚化手法のの改良改良にに関関関するする研究 June 2013 Graduate School of Global Information and Telecommunication Studies Waseda University Title of the project Research on Image Processing II Candidate ’’’s name Sven Dierk Michael Forstmann 2 Index Index 3 Acknowledgements Foremost, I would like to express my sincere thanks to my advisor Prof. Jun Ohya for his continuous support of my Ph.D study and research. His guidance helped me in all the time of my research and with writing of this thesis. I would further like to thank the members of my PhD committee, Prof. Shigekazu Sakai, Prof. Takashi Kawai, and Prof. Shigeo Morishima for their valuable comments and suggestions. For handling the formalities and always being helpful when I had questions, I would like to thank the staff of the Waseda GITS Office, especially Yumiko Kishimoto san. For their financial support, I would like to thank the DAAD (Deutscher Akademischer Austauschdienst), the Japanese Government for supporting me with the Monbukagakusho Scholarship and ITO EN Ltd, for supporting me with the Honjo International Scholarship. For their courtesy of allowing me the use of some of their screenshots, I would like to thank John Olick, Bernd Beyreuther, Prof. Ladislav Kavan and Dr. Cyril Crassin. Special thanks are given to my friends Dr. Gleb Novichkov, Prof. Artus Krohn-Grimberghe, Yutaka Kanou, and Dr. Gernot Grund for their encouragement and insightful comments. Last, I would like to thank my family: my parents Dierk and Friederike Forstmann, and my brother Hanjo Forstmann for their support and encouragement throughout the thesis. -
The Architecture and Evolution of Computer Game Engines
The architecture and evolution of computer game engines University of Oulu Department of Information Processing Sciences B.Sc thesis Rainer Koirikivi 12.3.2015 2 Abstract In this study, the architecture and evolution of computer game engines are analyzed by means of a literature review on the academic research body on the subject. The history of computer games, from early 1960s to modern day is presented, with a focus on the architectures behind the games. In the process, this study will answer a selection of research questions. The topics of the questions include identifying the common parts of a game engine, identifying the architectural trends in the evolution from early to present-day games and engines, identifying ways the process of evolution has affected the present state of the engines, and presenting some possible future trends for the evolution. As findings of the study, common parts of a game engine were identified as the parts that are specific to every game, with the suggestion that more detailed analyses could be made by concentrating on different genres. Increase in the size, modularity and portability of game engines, and improved tooling associated with them were identified as general trends in the evolution from first games to today. Various successful design decisions behind certain influential games were identified, and the way they affect the present state of the engines were discussed. Finally, increased utilization of parallelism, and the move of game engines from genre-specific towards genre-neutral were identified as possible future trends in the evolution. Keywords computer game, video game, game engine, game, software architecture, architecture, evolution 3 Foreword I'd like to thank my thesis supervisor Jouni Lappalainen for his continued support on what turned to be an epic journey into the fields of game engines and academic writing. -
John Carmack Archive - Interviews
John Carmack Archive - Interviews http://www.team5150.com/~andrew/carmack August 2, 2008 Contents 1 John Carmack Interview5 2 John Carmack - The Boot Interview 12 2.1 Page 1............................... 13 2.2 Page 2............................... 14 2.3 Page 3............................... 16 2.4 Page 4............................... 18 2.5 Page 5............................... 21 2.6 Page 6............................... 22 2.7 Page 7............................... 24 2.8 Page 8............................... 25 3 John Carmack - The Boot Interview (Outtakes) 28 4 John Carmack (of id Software) interview 48 5 Interview with John Carmack 59 6 Carmack Q&A on Q3A changes 67 1 John Carmack Archive 2 Interviews 7 Carmack responds to FS Suggestions 70 8 Slashdot asks, John Carmack Answers 74 9 John Carmack Interview 86 9.1 The Man Behind the Phenomenon.............. 87 9.2 Carmack on Money....................... 89 9.3 Focus and Inspiration...................... 90 9.4 Epiphanies............................ 92 9.5 On Open Source......................... 94 9.6 More on Linux.......................... 95 9.7 Carmack the Student...................... 97 9.8 Quake and Simplicity...................... 98 9.9 The Next id Game........................ 100 9.10 On the Gaming Industry.................... 101 9.11 id is not a publisher....................... 103 9.12 The Trinity Thing........................ 105 9.13 Voxels and Curves........................ 106 9.14 Looking at the Competition.................. 108 9.15 Carmack’s Research...................... -
GAME DEVELOPER TOP 50 the Best Ideas Evolve
THE LEADING GAME INDUSTRY MAGAZINE VOL18 NO10 NOVEMBER 2011 INSIDE: THE GAME DEVELOPER TOP 50 The best ideas evolve. Great ideas don’t just happen. They evolve. Your own development teams think and work fast. Don’t miss a breakthrough. Version everything with Perforce. Software and firmware. Digital assets and games. Websites and documents. More than 5,000 organizations and 350,000 users trust Perforce SCM to version work enterprise-wide. Try it now. Download the free 2-user, non-expiring Perforce Server from perforce.com Or request an evaluation license for any number of users. Perforce Video Game Game Developer page ad.indd 1 06/07/2011 19:14 DEPARTMENTS CONTENTS.1111 VOLUME 18 NUMBER 10 2 GAME PLAN By Brandon Sheffield [EDITORIAL] Journalistic Rage 4 HEADS UP DISPLAY [NEWS] Indiecade illustrated, GDC Online Award winners, and new Atari 2600 game found. 26 TOOL BOX By Jeremy Putnam [REVIEW] Autodesk Maya 2012 POSTMORTEM 29 THE BUSINESS By Dave Voyles [BUSINESS] Promoting Indies 20 CRIMSON ALLIANCE 35 PIXEL PUSHER By Steve Theodore [ART] CRIMSON ALLIANCE is one of the first games on XBLA to use Gamma Drive Me Crazy! microtransactions. It also went for a different angle on the action RPG, by emphasizing action much more than role playing or stats 38 THE INNER PRODUCT By Andy Firth [PROGRAMMING] building. It turned out that one of the most important variables to Lighter Than Air fans enjoying both of these was the messaging—which developer 40 DESIGN OF THE TIMES By Damion Schubert [DESIGN] Certain Affinity feels could have been gone much better. -
GPU, Graphics and Game Engines
Peter Mileff PhD Programming of Graphics GPU overview Graphics and Game Engines University of Miskolc Department of Information Technology Overview of the GPU... 2 GPU Overview ⦿ Graphics Processing Unit (GPU) is the central unit of your graphics card ⦿ Its objective: ● Performing complex graphical operations ● Directly accelerate the visualization ● Offload the CPU: ○ taking high-level visualization tasks from the CPU ○ therefore CPU can be used to do other things ⦿ The reason of the spread of the GPUs: ● Hardware manufacturers quickly recognized the business opportunities. Creating: ○ Multimedia applications (e.g. Photoshop) ○ Engineering systems (e.g. CAD systems) ○ Games 3 First Achievements ⦿ In 1996, 3dfx company released Voodoo I ⦿ Voodoo I characteristics: ● The first 3D accelerator card (4MB RAM, 50 Mhz) ● Huge success ● Support only the 3D visualization ○ It required an additional 2D video card ⦿ The idea: ● The 2D transformations are performed by a fast 2D video card ○ E.g. the popular Matrox video card ● The 3D transformations are performed by the Voodoo card ○ its hardware were able to make faster calculations than software rendering. 4 Other important events ⦿ In the same year: ● NVIDIA and the ATI started their own GPU series ● Nvidia: NV1, RIVA 128, Geforce 256 ● ATI: 3D Rage, Rage Pro, Rage 128 ⦿ The video cards immediately became very popular ⦿ The reasons of this are: ● Reasonable price ● These cards could be buy in every computer shop ● Cards were supported by games and operating systems (mainly by windows) 5 Today -
Rage来咯!关于id Tech 5 Megatexture 的一些技术信息更新
RAGE 来了 ---关于ID TECH 5 MEGATEXTURE 的一些技术信息更新 H3D 姚勇 信息...................................................................................................................................................1 介绍...................................................................................................................................................2 一................................................................................................................................... ,目 的2 二................................................................................................................................... ,实 现2 1,................................................................................................................................. 预处 理3 1.1 贴................................................................................................................. 图预 处理3 1.2 几................................................................................................................ 何预 处理7 2,..................................................................................................................................... 绘制 7 3,............................................................................................................................. 具体 步骤8 3.1 判 断本page................................................................................ 帧绘8 制要 用到 哪些 3.2 读page.......................................................................................................... 入贴 图10 3.3,....................................................................................................................... -
Gay Engines: Imagining a Queer Development Platform for Video
Gay Engines: Imagining a Queer Development Platform for Video Games Cass Zegura MCM 1990: Honors Thesis/Project in Modern Culture and Media April 5, 2020 1 Preface The story of this project begins in the fall of 2017, at a crowded tapas bar in downtown Providence. My aunt and uncle, who live in Boston, had come down to visit and take me out to dinner. It was a perfectly ordinary night except in one regard: when I told my aunt and uncle about the classes I was taking that semester, a strange look crossed their faces. I thought the source of their confusion might be the computer science course I had mentioned, an upper-level design class called Independent Study in 2D Game Engines. I assumed that they, like I, had never heard of the term “game engine” before and thus did not know what it was. And as I launched into my explanation (which I won’t repeat here—I’ve already written an entire chapter dedicated to this question), the confusion diminished, but only somewhat, and we soon changed subjects. On a phone call with my mom a few days later, I learned the true source of my aunt and uncle’s befuddlement. In that noisy restaurant, the word “game” had transformed into the word “gay.” They thought that I was taking a class on 2D gay engines. No wonder they were confused! I would’ve been too. What the heck is a gay engine anyway? Of course, I didn’t know then that I was going to spend my senior year trying to answer that question. -
© Copyright to This Document Belongs to Lam Game Engines: You Can Find
© Copyright to this document belongs to Lam Game Engines: You can find alot of Mods from moddb.com, which uses these engines. Some of the games that you see there would be either completly different from what the engine was intended to do, whilst the others uses the templates that the engine have provided. Valve Source Engine The Valve Corporation was founded in 1994 and was based in Bellevue, Washington, U.S. and the Source SDK is one of the most popular choice for making mods so far (if you do no not believe me then you got to go to http://www.moddb.com/games/half-life-2/mods since there are loads of modded games created with Half life 2’s source software development kit) The engine ran a fast, reliable and flexible technology to render out intensive gaming using many of the following features: Direct3D (rendering on Windows 95 and above, Xbox and the Xbox 360) OpenGL (rendering on Mac OS X and the PS3) HDR (high dynamic rendering) the HDR was only introduced on Half Life’s add on of Lost Coast and not on the Half Life 2 single player game Facial animation system with a auto generate lip sync function (faceposer) Source codes for people who want to mod the game Blended Skeletal animation system A model viewer to see what you character would look like in different shaders A material system to put bump maps, textures etc. And a lot more. If you want to find all the information about the features for the Source Engine look at this page to see the full content of what it has to offer: © Copyright to this document belongs to Lam http://developer.valvesoftware.com/wiki/Source_Engine_Features Vindictus using valve’s Source engine: Vindictus is an online MMORPG that will be released really soon this year (2010) and is developed by Nexon who also create Maplestory and combat Arms. -
Mobile Developer's Guide to the Galaxy
Don’t Panic MOBILE DEVELOPER’S GUIDE TO THE GALAXY 14thedition published by: Services and Tools for All Mobile Platforms Enough Software GmbH + Co. KG Stavendamm 22 28195 Bremen Germany www.enough.de Please send your feedback, questions or sponsorship requests to: [email protected] Follow us on Twitter: @enoughsoftware 14th Edition February 2014 This Developer Guide is licensed under the Creative Commons Some Rights Reserved License. Art Direction and Design by Andrej Balaz (Enough Software) Editors: Richard Bloor Marco Tabor (Enough Software) Mobile Developer’s Guide Contents I Prologue 1 The Galaxy of Mobile: An Introduction 12 Conceptional Design for Mobile 22 Android 37 BlackBerry Java Apps 44 BlackBerry 10 56 Firefox OS 62 iOS 74 Java ME (J2ME) 84 Tizen 88 Windows Phone & Windows RT 100 Going Cross-Platform 116 Mobile Sites & Web Technologies 130 Accessibility 140 Enterprise Apps: Strategy And Development 150 Mobile Analytics 158 Implementing Rich Media 164 Implementing Location-Based Services 172 Near Field Communication (NFC) 180 Implementing Haptic Vibration 188 Implementing Augmented Reality 200 Application Security 211 Testing 227 Monetization 241 Epilogue 242 About the Authors 3 4 Prologue When we started Enough Software in 2005, almost no one amongst our friends and families understood what we were actually doing. Although mobile phones were everywhere and SMS widely used, apps were still a niche phenomena – heck, even the name ‘apps’ was lacking – we called them MIDlets or “mobile applications” at the time. We kept on architecting, designing and developing apps for our customers – and it has been quite a few interesting years since then: old platforms faded, new platforms were born and a selected few took over the world by storm. -
Creating Interactive Games for Children on Mobile Platforms
The Faculty of Science and Technology Department of Computer Science Helping activate children through the use of video games — Jørn Vollan Lomax INF-3981 Master’s Thesis in Computer Science - June 2015 ii Abstract The video games industry is now one of the biggest entertainment industries in the world. Forbes magazine estimates that the video game industry will sell games for 70 billion dollars by the end of 2015, and the biggest growth is in the mobile market. While most of the video game industry is creating games strictly for entertainment purposes, there is a growing demand for games that can be used for other applications. This paper will look into making games that help children learn and prepare them for the highly technological world they will grow up in. Touch screen were a novelty 10 years ago, now touch screens are found in multiple places, and it can be beneficial to introduce children to this technology early. The paper will also look at how video games are created, the limitations of creating games for mobile devices and mobile technology and look at some of the benefits and drawback of mobile games. iii iv Acknowledgements I would like to thank Ismet and everyone at PlusPoint. You have given me lots of enthusiasm and pushed me to pursue my dream of developing computer games. I would also like to thank my classmates for being a good support and a major distraction. Without them I would have released a second game by now, but it would not be nearly as fun. And finally I would to thank my wife for putting up with me for the past 5 months.