Serious Games Essay

Total Page:16

File Type:pdf, Size:1020Kb

Serious Games Essay Serious Games Essay By Andrea Patiño Orrego Serious Games purpose clearly is to give additional value to existing engines and devices to make them serve for lofty purposes. This to my point of view, should be the goal of all inventions: to serve humanity and improve its life quality. Virtual games has the possibility to capture user attention easily, people tends to get release of their daily routines and get involve for the curiosity caused by innovation and creative ways of entertainment. According to [1] there are several classifications for Serious Games given by different criterias: Market-based and Purpose-based. Into Market-based, classification include: Defense, Training and Education Games, Advertising, Information and Communication, Health, Culture and Activism; while in Purpose-based category there are : Edugames, Advergames, Newsgames, Activist games, Edumarket games, Training and Simulation games Market-based category, as its name indicates based its activities on the target customers or “markets” (who play the games). Purpose-based is focused on the intention every serious games is designed to serve for. Another types are: persuasive games, organizational-dynamic games, exergaming and art-games. Given the huge categorization diversity, it is difficult try to embrace all technologies sufficiently in few pages. Specially because the selection of technologies and devices highly depends on type of serious games. Additionally an exhaustive list can be found in [2]. Therefore avoiding to be repetitive maybe is better to give a different perspective and instead give some statistics reflecting the characteristics of the next set of free and open source technologies used in serious games: FlashPunk, Flixel, Allegro library, Build engine, id Tech 1, id Tech 2, id Tech 3, ioquake3, Quake engine, Sge2d, Stratagus, Axiom Engine, OpenSimulator, ORX, 3D Rad, Adventure Game Studio, Aleph One, Box2D, Cafu Engine, ClanLib, Crystal Space, Cube, Cube 2, Delta3d, ENIGMA, Exult, FLARE, Flexible Isometric Free Engine, GameKit (OgreKit), Gameplay, Grit, Haaf's Game Engine (HGE), Horde3D, HPl 1 engine, id Tech 4, Indielib, Irrlicht Engine, IwGame Engine, K-Grunt, Linderdaum Engine, Maratis, Moai SDK, Nebula Device, PixelLight, PLIB, PushButton Engine, Retribution Engine, SFML-Fork, Sphere, Spring, URGE, Wire3D, WorldForge, BRGameEngine, Construct Classic, Ardor3D, DimensioneX Multiplayer Engine, Env3D, Jake2, jMonkeyEngine, Jogre, LWJGL, JGame, Gamvas, Storymoto, LÖVE, Lavgine, nxPascal, Kobold2D, ZenGL, Blender, Panda3D, Multiverse Platform, Cocos2d, Ignifuga Game Engine, Eclipse Origins. Graph 1. As can be see in Graph 1. The most used Primary Language is C++ , followed by JavaScript and a combination of C and C++. Graph2. From all technologies only 8 of them are not Cross Platform: 3D Rad, BRGameEngine, Build engine, Construct Classic, Indielib, Multiverse Platform, Retribution Engine and from them, Eclipse Origins support only windows Graph 3. This cage shows that only 36% of the technologies use Simple Directmedia Layer. Graph 4. Show the number of technologies that is 3D, 2.5D or 2D oriented. With this brief overview the intention is to move to a preferable category line and dive into it, in order to find a specific approach and of my personal interest, that satisfy also the requirements about technology, style, frameworks, etc. For that reason, the chosen one is Exergaming. EXERGAMING One memorable example of exergaming is the well known Konami’sDance Dance Revolution which was released on 1998 and according to [3] was the first major successful application of exergaming genre. This genre is differentiated of many others in the sense that this uses video game physical interfaces for physical iteration, so that movement can be tracked and provide physical routines; for instance: dancing, sports, and other disciplines. Furthermore, those interfaces allows extension to another fields not necessarily related to serious games, but not less important, such rehabilitation and movement research. Technologies: Consoles: Sony Playstation Move, Nintentdo Wii, Microsoft Xbox 360 Kinect. Initial interfaces dated from 1980’s with the Nintendo PowerPad and then in 2004 Eye toy, which was attached to play-station. The newest technologies compete in quality: Wii Remote Plus & Sensor Bar and PlayStation Move Eye & Motion Controller: can recognize 3d information of movement acceleration and rotation of the controller, while Wii Balance Board detect 2D displacement information of gravity center. On the other hand, Xbox 360 Kinect sensor can track 3D position and orientation of objects. Apparently this last one overcomes some advantages, it does not require the user to hold controllers and can recognized scenes. Only PlayStation Move Eye & Motion Controller does not have a public SDK. Wii Remote Plus & Wii Balance Board PlayStation Move Xbox 360 Kinect Sensor Bar Eye & Motion sensor Controller PS Move Eye: Depth camera: 640*480pixels @ 640*480 pixels @ Remote Plus: 60fps, 30 IR camera 320*240pixels @ Hz, (128*96 pixels), 120fps distance range 0.7m 3D gyro sensor, with directive Multi pressure - Sensor 3D acceleration microphone. sensors @ 6.0m. devices sensor Motion Controller: 100Hz RGB camera: @ 100Hz. 3D gyro sensor, 640*480 pixels @ Sensor Bar : 3D acceleration 30 highlighting IR sensor, Hz. LEDs. geomagnetic Multi-array sensor. microphone. Hand motion No need for holding detection with controllers. Relatively high relatively high 3D hand motion 3D gesture temporal temporal recognition with recognition. Advanta- resolution. resolution. high temporal, high 3D scene ges SDK is opened *SDKs are spatial resolution recognition. to the public opened to the and robustness SDKs are opened to (Wiimote Lib). public (e.g., the public (e.g., Wiimote Lib). OpenNI). Hand tracking only Low temporal Limited detection Exercise on (upper body motion resolution. to hand motion. limited area (the Disadvan can be estimated by Difficulty in occluded Difficulty in board area of tages using Inverse motion recognition. detection of 3D 511 mm*316 Kinematics, but the Difficulty in hand position mm). estimation accuracy recognition of motion would be worse). that does not change depth information (e.g., arm axial rotation). Exergaming interfaces [3] GAMES: As stated above, Dance Dance Revolution (DDR), by Konami. In the Groove, by RedOctane; this sold millions of console copies in United states and is popular in video game arcades. EyeToy: offers a variety of workouts, ranging from combat, in which players kick and punch images of falling objects; to active cardio exercises, gym workouts, and karate moves; to toning exercises, yoga, and tai-chi. A virtual trainer moves the player through a 12-week fitness program that becomes increasingly challenging over time, and the player’s progress can be saved and reviewed. Yourself!Fitness: uses a virtual trainer to guide the user in daily workouts, the game keeps track of the user progress and can be adapted to user preferences or abilities . Connect 4 and Bop it: uses a stair stepper machine which interfaces with a video game’s console. These were two games from a collection of games called Family Fun Night 2. ATV Off Road Fury : a form of virtual bike that resembles a traditional bike that allows children to control all onscreen actions, including steering, speed, turns, and other strategies. Kinet Adventures: set of games offered with Microsoft Kinect, two people can play at the same of six that are tracked. SOCIAL IMPACT In the case of Exergames the social impact is significant. Common videogames as well as TV programs and other technologies tend to increment sedentary lifestyle, but Exergames encourage people to use their bodies movements to interact with the videogames. According to [3] some studies reveal that significant elevation in energy expenditure in comparison with watching TV, additionally children show to enjoy participating in exergaming. Similar studies conducted show that from two groups of children, one who received and upgrade to ther PS2 and others than not, the first half were engaged in more physical activities and as a result get a reduction on their waist circumferences when comparing them with the second half. On the other hand, it would be interesting to analyzed if people or children tend to set aside sports or other typical activities outdoors and what is preferable and how this can lead to less social interaction. Personally I consider in general, technology can be good or bad depending on the use we give to it. This is the same for video games or in this case, serious games. Use or abuse delimits the borders between benefits or consequences. When serious games are not only in charge of profit organizations and instead are linked to other type of communities in areas such: education, health, arts, etc.; that look for social grow, technology purposes increase their value and begin a important element in the evolution of humanity. Bibliograpy [1] http://www.ludoscience.com/files/ressources/classifying_serious_games.pdf [2] http://en.wikipedia.org/wiki/List_of_game_engines [3] A Comparison of Exergaming Interfaces for Use in Rehabilitation Programs and Research [4] Dance Games and Other Exergames: What the Research Says [5] http://en.wikipedia.org/wiki/Serious_game#Classification .
Recommended publications
  • Haxe Game Development Essentials
    F re e S a m p le Community Experience Distilled Haxe Game Development Essentials Create games on multiple platforms from a single codebase using Haxe and the HaxeFlixel engine Jeremy McCurdy In this package, you will find: The author biography A preview chapter from the book, Chapter 1 'Getting Started' A synopsis of the book’s content More information on Haxe Game Development Essentials About the Author Jeremy McCurdy is a game developer who has been making games using ActionScript, C#, and Haxe for over four years. He has developed games targeted at iOS, Android, Windows, OS X, Flash, and HTML5. He has worked on games that have had millions of gameplay sessions, and has built games for many major North American television networks. He is the games technical lead at REDspace, an award-winning interactive studio that has worked for some of the world's largest brands. They are located in Nova Scotia, Canada, and have been building awesome experiences for 15 years. Preface Developing games that can reach a wide audience can often be a serious challenge. A big part of the problem is fi guring out how to make a game that will work on a wide range of hardware and operating systems. This is where Haxe comes in. Over the course of this book, we'll look at getting started with Haxe and the HaxeFlixel game engine, build a side-scrolling shooter game that covers the core features you need to know, and prepare the game for deployment to multiple platforms. After completing this book, you will have the skills you need to start producing your own cross-platform Haxe-driven games! What this book covers Chapter 1, Getting Started, explains setting up the Haxe and HaxeFlixel development environment and doing a quick Hello World example to ensure that everything is working.
    [Show full text]
  • Discussing on Gamification for Elderly Literature, Motivation and Adherence
    Discussing on Gamification for Elderly Literature, Motivation and Adherence Jose Barambones1, Ali Abavisani1, Elena Villalba-Mora1;2, Miguel Gomez-Hernandez1;3 and Xavier Ferre1 1Center for Biomedical Technology, Universidad Politecnica´ de Madrid, Spain 2Biomedical Research Networking Centre in Bioengineering Biomaterials and Nanomedicine (CIBER-BBN), Spain 3Aalborg University, Denmark Keywords: Gamification, Serious Games, Exergames, Elderly, Frailty, Discussion. Abstract: Gamification and Serious games techniques have been accepted as an effective method to strengthen the per- formance and motivation of people in education, health, entertainment, workplace and business. Concretely, exergames have been increasingly applied to raise physical activities and health or physical performance im- provement among elders. To the extend of our understanding, there is an extensive research on gamification and serious games for elderly in health. However, conducted studies assume certain issues regarding context biases, lack of applied guidelines or standardization, or weak results. We assert that a greater effort must be applied to explore and understand the needs and motivations of elderly players. Further, for improving the impact in proof-of-concept solutions and experiments some well-known guidelines or foundations must be adopted. In our current work, we are applying exergames on elderly with frailty condition in order to improve patient engagement in healthcare prevention and intervention. We suggest that to detect and reinforce such traits on elderly is adequate to extend the literature properly. 1 INTRODUCTION preserve the intrinsic capacity of the individual, its en- vironmental characteristics and their interaction. In In recent years, a rapid increase of consumer soft- parallel, by 2050 life expectancy will surpass 90 years ware inspired by the video-gaming has been per- and one in six people in the world will be over age 65 ceived.
    [Show full text]
  • Building a Java First-Person Shooter
    3D Java Game Programming – Episode 0 Building a Java First-Person Shooter Episode 0 [Last update: 5/03/2017] These notes are intended to accompany the video sessions being presented on the youtube channel “3D Java Game Programming” by youtube member “The Cherno” at https://www.youtube.com/playlist?list=PL656DADE0DA25ADBB. I created them as a way to review the material and explore in more depth the topics presented. I am sharing with the world since the original work is based on material freely and openly available. Note: These notes DO NOT stand on their own, that is, I rely on the fact that you viewed and followed along the video and may want more information, clarification and or the material reviewed from a different perspective. The purpose of the videos is to create a first-person shooter (FPS) without using any Java frameworks such as Lightweight Java Game Library (LWJGL), LibGDX, or jMonkey Game Engine. The advantages to creating a 3D FPS game without the support of specialized game libraries that is to limit yourself to the commonly available Java classes (not even use the Java 2D or 3D APIs) is that you get to learn 3D fundamentals. For a different presentation style that is not geared to following video episodes checkout my notes/book on “Creating Games with Java.” Those notes are more in a book format and covers creating 2D and 3D games using Java in detail. In fact, I borrow or steal from these video episode notes quite liberally and incorporate into my own notes. Prerequisites You should be comfortable with basic Java programming knowledge that would be covered in the one- semester college course.
    [Show full text]
  • Framework Para O Desenvolvimento De Experiências Virtuais Com Interacção Háptica
    FACULDADE DE ENGENHARIA DA UNIVERSIDADE DO PORTO Framework para o Desenvolvimento de Experiências Virtuais com Interacção Háptica Telmo da Rocha Pereira Mestrado Integrado em Engenharia Informática e Computação Orientador: Prof. A. Augusto de Sousa Co-orientadora: Prof. ª Teresa Restivo Co-orientador: Prof. António Mendes Lopes 28 de Junho de 2010 Framework para o Desenvolvimento de Experiências Virtuais com Interacção Háptica Telmo da Rocha Pereira Mestrado Integrado em Engenharia Informática e Computação Aprovado em provas públicas pelo Júri: Presidente: Professor João Correia Lopes Vogal Externo: Professor António Ramires Fernandes Orientador: Professor António Augusto de Sousa 31 de Julho de 2010 Resumo A presente dissertação apresenta o trabalho efectuado na área do Desenvolvimento de Experiências Virtuais com Interacção Háptica, nomeadamente experiências relacionadas com o comportamento físico de objectos. Este trabalho enquadra-se numa perspectiva de poder introduzir o desenvolvimento de experiências virtuais com interacção háptica no ensino, estando definido como objectivo a concepção de um conjunto de metodologias que permitam criar este tipo de experiências de forma simples e rápida. Inicia-se assim o trabalho com uma revisão bibliográfica das áreas envolvidas, nomeadamente simulação por computador, computação gráfica, realidade virtual e interacção háptica. Seguidamente são investigadas e analisadas possíveis soluções actualmente existentes e passíveis de serem aplicadas. Dado que não se encontrou uma solução que satisfizesse as necessidades do problema, apresenta-se uma análise das tecnologias necessárias para conceber uma nova solução: motor gráfico, motor físico e dispositivo háptico. As duas primeiras tecnologias referidas são alvo de uma avaliação, que permite escolher, de entre um conjunto de opções, qual o motor gráfico e físico que melhor se adequa às necessidades.
    [Show full text]
  • GWT + HTML5 Can Do What? (Google I/O 2010)
    GWT + HTML5 Can Do What!? Ray Cromwell, Stefan Haustein, Joel Webber May 2010 View live notes and ask questions about this session on Google Wave http://bit.ly/io2010-gwt6 Overview • HTML5 and GWT • Demos 1. Eyes 2. Ears 3. Guns What is HTML5 • Formal definition o Best practices for HTML interpretation o Audio and Video elements o Other additional elements • Colloquial meaning o Canvas o WebGL o WebSockets o CSS 3 o LocalStorage o et al GWT support for HTML5 • Very easy to build Java wrappers • Many already exist in open-source projects • Will be moving many of these into GWT proper (~2.2) • Not part of GWT core yet • GWT has always strived to be cross-browser • Most new features are not available on all browsers WebGL • OpenGL ES 2.0, made Javascript-friendly • Started by Canvas3D work at Mozilla • Spread to Safari and Chrome via WebKit • Canvas.getContext("webgl"); WebGL Differences to OpenGL 1.x • No fixed function pipeline (no matrix operations, no predefined surface models) • Supports the GL Shader Language (GLSL) o Extremely flexible o Can be used for fast general computation, too • Distinct concepts of native arrays and buffers o Buffers may be stored in graphics card memory o Arrays provide element-wise access from JS o Data from WebGL Arrays needs to be copied to WebGL buffers before it can be be used in graphics operations Eyes: Image Processing Image Processing Photoshop Filters in the Browser • Work on megapixel images • At interactive frame rates • Provide general purpose operations o scale, convolve, transform, colorspace
    [Show full text]
  • Game Engines with Visual Scripting ● Specialized Game Engines ● Framework Like Game Engines ● Niche Game Engines
    Game Engines Jaanus Jaggo 2020 This is not even half of all the engines! Game engines 3 2 6 4 5 1 7 8 9 12 10 11 14 13 15 2 This is not even half of all the engines! Game engines 3 2 6 4 5 7 8 9 12 10 11 14 13 15 3 This is not even half of all the engines! Game engines 3 6 4 5 7 8 9 12 10 11 14 13 15 4 This is not even half of all the engines! Game engines 6 4 5 7 8 9 12 10 11 14 13 15 5 This is not even half of all the engines! Game engines 6 5 7 8 9 12 10 11 14 13 15 6 This is not even half of all the engines! Game engines 6 7 8 9 12 10 11 14 13 15 7 This is not even half of all the engines! Game engines 7 8 9 12 10 11 14 13 15 8 This is not even half of all the engines! Game engines 8 9 12 10 11 14 13 15 9 This is not even half of all the engines! Game engines 9 12 10 11 14 13 15 10 This is not even half of all the engines! Game engines 12 10 11 14 13 15 11 This is not even half of all the engines! Game engines 12 11 14 13 15 12 This is not even half of all the engines! Game engines 12 14 13 15 13 This is not even half of all the engines! Game engines 14 13 15 14 This is not even half of all the engines! Game engines 14 15 15 This is not even half of all the engines! Game engines 15 16 This is not even half of all the engines! Game engines 17 Game engines 18 There is no “best” game engine As there is no “best” programming language But some people like to express their opinion loudly! I consider myself to be quite unbiased.
    [Show full text]
  • Desarrollo Del Juego Sky Fighter Mediante XNA 3.1 Para PC
    Departamento de Informática PROYECTO FIN DE CARRERA Desarrollo del juego Sky Fighter mediante XNA 3.1 para PC Autor: Íñigo Goicolea Martínez Tutor: Juan Peralta Donate Leganés, abril de 2011 Proyecto Fin de Carrera Alumno: Íñigo Goicolea Martínez Sky Fighter Tutor: Juan Peralta Donate Agradecimientos Este proyecto es la culminación de muchos meses de trabajo, y de una carrera a la que llevo dedicando más de cinco años. En estas líneas me gustaría recordar y agradecer a todas las personas que me han permitido llegar hasta aquí. En primer lugar a mis padres, Antonio y Lola, por el apoyo que me han dado siempre. Por creer en mí y confiar en que siempre voy a ser capaz de salir adelante y no dudar jamás de su hijo. Y lo mismo puedo decir de mis dos hermanos, Antonio y Manuel. A Juan Peralta, mi tutor, por darme la oportunidad de realizar este proyecto que me ha permitido acercarme más al mundo de los videojuegos, algo en lo que querría trabajar. Pese a que él también estaba ocupado con su tesis doctoral, siempre ha sacado tiempo para resolver dudas y aportar sugerencias. A Sergio, Antonio, Toño, Alberto, Dani, Jorge, Álvaro, Fernando, Marta, Carlos, otro Antonio y Javier. Todos los compañeros, y amigos, que he hecho y que he tenido a lo largo de la carrera y gracias a los cuales he podido llegar hasta aquí. Por último, y no menos importante, a los demás familiares y amigos con los que paso mucho tiempo de mi vida, porque siempre están ahí cuando hacen falta.
    [Show full text]
  • Multimodal Behavior Realization for Embodied Conversational Agents
    Multimed Tools Appl DOI 10.1007/s11042-010-0530-2 Multimodal behavior realization for embodied conversational agents Aleksandra Čereković & Igor S. Pandžić # Springer Science+Business Media, LLC 2010 Abstract Applications with intelligent conversational virtual humans, called Embodied Conversational Agents (ECAs), seek to bring human-like abilities into machines and establish natural human-computer interaction. In this paper we discuss realization of ECA multimodal behaviors which include speech and nonverbal behaviors. We devise RealActor, an open-source, multi-platform animation system for real-time multimodal behavior realization for ECAs. The system employs a novel solution for synchronizing gestures and speech using neural networks. It also employs an adaptive face animation model based on Facial Action Coding System (FACS) to synthesize face expressions. Our aim is to provide a generic animation system which can help researchers create believable and expressive ECAs. Keywords Multimodal behavior realization . Virtual characters . Character animation system 1 Introduction The means by which humans can interact with computers is rapidly improving. From simple graphical interfaces Human-Computer interaction (HCI) has expanded to include different technical devices, multimodal interaction, social computing and accessibility for impaired people. Among solutions which aim to establish natural human-computer interaction the subjects of considerable research are Embodied Conversational Agents (ECAs). Embodied Conversation Agents are graphically embodied virtual characters that can engage in meaningful conversation with human users [5]. Their positive impacts in HCI have been proven in various studies [16] and thus they have become an essential element of A. Čereković (*) : I. S. Pandžić Faculty of Electrical Engineering and Computing, University of Zagreb, Zagreb, Croatia e-mail: [email protected] I.
    [Show full text]
  • A Systematic Review on the Effectiveness of Gamification Features in Exergames
    Proceedings of the 50th Hawaii International Conference on System Sciences | 2017 How Effective Is “Exergamification”? A Systematic Review on the Effectiveness of Gamification Features in Exergames Amir Matallaoui Jonna Koivisto Juho Hamari Ruediger Zarnekow Technical University of School of Information School of Information Technical University of Berlin Sciences, Sciences, Berlin amirqphj@ University of Tampere University of Tampere ruediger.zarnekow@ mailbox.tu-berlin.de [email protected] [email protected] ikm.tu-berlin.de One of the most prominent fields where Abstract gamification and other gameful approaches have been Physical activity is very important to public health implemented is the health and exercise field [7], [3]. and exergames represent one potential way to enact it. Digital games and gameful systems for exercise, The promotion of physical activity through commonly shortened as exergames, have been gamification and enhanced anticipated affect also developed extensively during the past few decades [8]. holds promise to aid in exercise adherence beyond However, due to the technological advancements more traditional educational and social cognitive allowing for more widespread and affordable use of approaches. This paper reviews empirical studies on various sensor technologies, the exergaming field has gamified systems and serious games for exercising. In been proliferating in recent years. As the ultimate goal order to gain a better understanding of these systems, of implementing the game elements to any non- this review examines the types and aims (e.g. entertainment context is most often to induce controlling body weight, enjoying indoor jogging…) of motivation towards the given behavior, similarly the the corresponding studies as well as their goal of the exergaming approaches is supporting the psychological and physical outcomes.
    [Show full text]
  • Michał Domański Curriculum Vitae / Portfolio
    Michał Domański Curriculum Vitae / Portfolio date of birth: 09-03-1986 e-mail: [email protected] address: ul. Kabacki Dukt 8/141 tel. +48 608 629 046 02-798 Warsaw Skype: rein4ce Poland I am fascinated by the world of science, programming, I love experimenting with the latest technologies, I have a great interest in virtual reality, robotics and military. Most of all I value the pursuit of professionalism, continuous education and expanding one's skill set. Education 2009 - till now Polish Japanese Institute of Information Technology Computer Science - undergraduate studies, currently 4th semester 2004 - 2009 Cracow University of Technology Master of Science in Architecture and Urbanism - graduated 2000 - 2004 Romuald Traugutt High School in Częstochowa mathematics, physics, computer-science profile Skills Advanced level Average level Software C++ (10 years), MFC Java, J2ME Windows 98, XP, Windows 7 C# .NET 3.5 (3 years) DirectX, MDX SketchUP OpenGL BASCOM AutoCAD Actionscript/Flex MS SQL, Oracle Visual Studio 2008, MSVC 6.0 WPF Eclipse HTML/CSS Flex Builder Photoshop CS2 Addtional skills: Good understanding of design patterns and ability to work with complex projects Strong problem solving skills Excellent work organisation and teamwork coordination Eagerness to learn any new technology Languages: Polish, English (proficiency), German (basic) Ever since I can remember my interests lied in computers. Through many years of self-education and studying many projects I have gained insight and experience in designing and programming professional level software. I did an extensive research in the game programming domain, analyzing game engines such as Quake, Half-Life and Source Engine, through which I have learned how to structure and develop efficient systems while implementing best industry-standard practices.
    [Show full text]
  • Designing Design Tools Genel Bakış
    Designing Design Tools Genel Bakış İyi ve güzel bir oyun, gelişmiş ve kullanışlı oyun tasarlama araçları ile oluşturulabilr. Bunlardan en önemlisi Geliştirme ya da seviye ortamı adını verebileceğimiz LEVEL EDITOR dür. Level editörler, 3d , 2d modelcilerin, ve programcıların kullandığı bir ara yüzdür. Geçmişte ilk jenerasyon oyunlarda genelde tek level dan oluşan oyunlar karşımıza çıkmış iken günümüzde yüzlerce level a ulaşan oyunlar bulunmaktadır. 1. UNREAL EDITOR / UDK Game Engine: Unreal Engine 3, (UDK) Games: Unreal Tournament 3, Bioshock 1/2, Bioshock Infinite, Gears of War Series, Borderlands 1/2, Dishonored Fonksiyonellik Level editörlerinden beklenen en önemli özellik kullanışlı olmalarıdır. Hızlı çalışılabilmesi için kısa yollar, tuşlar içermelidir. Bir çok özellik ayarlanabilir, açılıp kapanabilmelidir. Stabil çalışmalıdır. 2. HAMMER SOURCE Game Engine: Source Engine Games: L4D2/L4D1, CS: GO, CS:S, Day of Defeat: Source, Half-Life 2 and its Episodes, Portal 1 and 2, Team Fortress 2. Görselleştirme - Yapılan değişikliklerin aynı anda hem oyuncu gözünden hem de dışarıdan görülebilmesi gerekir. Bunu yazar “What you see is what you get” Ne goruyorsan onu alirsin diyerek anlatmıştır. - Kamera hareketleri kolayca değiştirilebilmelidir, Level içinde bir yerden başka bir yere hızla gitmeyi sağlayan ve diğer oyun objeleri ile çarpışmayan, hatta icinden gecebilen “Flight Mode” uçuş durumu adı verilen bir fonksiyon olmalıdır. - Editörün gördüğü ile oyuncunun grdugu uyumlu olmalidir, tersi durumunda oynanabilirlik azalacak, oyun iyi gozukmeyecektirç - Editor coklu goruntu seceneklerine ihtiyac duyulubilir. Bazi durumlarda hem ustten hem onden hemde kamera acisi ayni anda gorulmelidir. 3. SANDBOX EDITOR / CRYENGINE 3 SDK Game Engine: CryEngine 3 Games: Crysis 1, 2 and 3, Warface, Homefront 2 Oyunun Butunu Level editorler, tasarimciya her turlu kolayligi saglayabilecek fazladan bilgileri de vermek durumundadir.
    [Show full text]
  • Ray Traced (Max
    Run-Time Code Generation for Materials Stephan Reiter Introduction id Tech 3 is a game engine used in several well received would have resulted in an unacceptable loss of speed, textures/gothic_block/demon_block15fx { products, such as id Software’s Quake 3 Arena, and was run-time generation of machine code was employed. { released under an open source license in 2005. Within the map textures/sfx/firegorre.tga demon Materials in id Tech 3 can be composed of multiple layers tcmod scroll 0 1 scope of my diploma thesis I investigated the use of real- tcMod turb 0 .25 0 1.6 that are blended to get the final color value: tcmod scale 4 4 time ray tracing in games and found id Tech 3 to be an • An animated or static texture can be sampled in each blendFunc GL_ONE GL_ZERO excellent basis for evaluating the qualities of ray tracing } spitting layer at coordinates computed by a chain of modifiers, { in creating visually pleasing virtual environments. map textures/gothic_block/demon_block15fx.tga which apply transformations to the texture coordinates of blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA fire id Tech 3 uses a complex material system that allows the the surface the material is applied to. } { specification of the look and the behavior of surfaces in • Color and alpha values can be generated per layer (e.g., map $lightmap blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA scripts. Support for this system in the new ray tracing based on noise and waveforms) and may be used to } based rendering backend was crucial to recreating and modulate the texture color (typically used for lighting).
    [Show full text]