Game Engine Examples
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Tasosuunnittelu Source Engine -Pelimoottorilla
Tasosuunnittelu Source Engine -pelimoottorilla Viestintä 3D-visualisointi Opinnäytetyö 31.5.2009 Arttu Mäki Kulttuurialat Koulutusohjelma Suuntautumisvaihtoehto Viestintä 3D-visualisointi Tekijä Arttu Mäki Työn nimi Tasosuunnittelu Source Engine -pelimoottorilla Työn ohjaaja/ohjaajat Kristian Simolin Työn laji Aika Numeroidut sivut + liitteiden sivut Opinnäytetyö 31.5.2009 31 TIIVISTELMÄ Opinnäytetyön tutkimuksen kohteena selvitettiin ja ratkaistiin yleisiä ongelmia ja haasteita liittyen Valve Softwaren kehittämään, Source Engine –pelimoottorilla toimivaan tasosuunnit- teluohjelmaan ja sen käyttöön. Työ käy läpi tärkeimmät suunnitteluun liittyvät työtavat geometrian rakentamisesta valaistuksen määrittämiseen. Työnä esitellään Valve Softwarelle 2008 keväällä myyty projekti ”Fastlane”, josta tuli yksi virallisista kartoista Team Fortress 2 – moninpeliin. Tasosuunnittelulla tarkoitetaan kentän rakentamista alkuperäisten suunnitelmien perusteella aina toimivaksi pelikentäksi asti. Kenttään rakennetaan pelimekaaniset elementit, valaistus, mallit ja äänet. Opinnäytetyössä on tarkasteltu pelisuunnittelun historiaa, yritysten taustaa, sekä käyty läpi käytettävän ohjelmiston työkalut ja toiminnot. Työssä on käytetty apuna laajaa valikoimaa eri lähdemateriaaleja koskien taso- ja pelisuun- nittelua ja käyty läpi tapauskohtaisesti se, miten voitaisiin selvitä prosessista mahdollisim- man tehokkaasti hyödyntäen Valve Softwaren tarjoamia monipuolisia työkaluja. Teos/Esitys/Produktio Säilytyspaikka Metropolia Ammattikorkeakoulu Avainsanat tasosuunnittelu, -
Master Thesis
Faculty of Computer Science and Management Field of study: COMPUTER SCIENCE Specialty: Information Systems Design Master Thesis Multithreaded game engine architecture Adrian Szczerbiński keywords: game engine multithreading DirectX 12 short summary: Project, implementation and research of a multithreaded 3D game engine architecture using DirectX 12. The goal is to create a layered architecture, parallelize it and compare the results in order to state the usefulness of multithreading in game engines. Supervisor ...................................................... ............................ ……………………. Title/ degree/ name and surname grade signature The final evaluation of the thesis Przewodniczący Komisji egzaminu ...................................................... ............................ ……………………. dyplomowego Title/ degree/ name and surname grade signature For the purposes of archival thesis qualified to: * a) Category A (perpetual files) b) Category BE 50 (subject to expertise after 50 years) * Delete as appropriate stamp of the faculty Wrocław 2019 1 Streszczenie W dzisiejszych czasach, gdy społeczność graczy staje się coraz większa i stawia coraz większe wymagania, jak lepsza grafika, czy ogólnie wydajność gry, pojawia się potrzeba szybszych i lepszych silników gier, ponieważ większość z obecnych jest albo stara, albo korzysta ze starych rozwiązań. Wielowątkowość jest postrzegana jako trudne zadanie do wdrożenia i nie jest w pełni rozwinięta. Programiści często unikają jej, ponieważ do prawidłowego wdrożenia wymaga wiele pracy. Według mnie wynikający z tego wzrost wydajności jest warty tych kosztów. Ponieważ nie ma wielu silników gier, które w pełni wykorzystują wielowątkowość, celem tej pracy jest zaprojektowanie i zaproponowanie wielowątkowej architektury silnika gry 3D, a także przedstawienie głównych systemów używanych do stworzenia takiego silnika gry 3D. Praca skupia się na technologii i architekturze silnika gry i jego podsystemach wraz ze strukturami danych i algorytmami wykorzystywanymi do ich stworzenia. -
Achieve Your Vision
ACHIEVE YOUR VISION NE XT GEN ready CryENGINE® 3 The Maximum Game Development Solution CryENGINE® 3 is the first Xbox 360™, PlayStation® 3, MMO, DX9 and DX10 all-in-one game development solution that is next-gen ready – with scalable computation and graphics technologies. With CryENGINE® 3 you can start the development of your next generation games today. CryENGINE® 3 is the only solution that provides multi-award winning graphics, physics and AI out of the box. The complete game engine suite includes the famous CryENGINE® 3 Sandbox™ editor, a production-proven, 3rd generation tool suite designed and built by AAA developers. CryENGINE® 3 delivers everything you need to create your AAA games. NEXT GEN ready INTEGRATED CryENGINE® 3 SANDBOX™ EDITOR CryENGINE® 3 Sandbox™ Simultaneous WYSIWYP on all Platforms CryENGINE® 3 SandboxTM now enables real-time editing of multi-platform game environments; simul- The Ultimate Game Creation Toolset taneously making changes across platforms from CryENGINE® 3 SandboxTM running on PC, without loading or baking delays. The ability to edit anything within the integrated CryENGINE® 3 SandboxTM CryENGINE® 3 Sandbox™ gives developers full control over their multi-platform and simultaneously play on multiple platforms vastly reduces the time to build compelling content creations in real-time. It features many improved efficiency tools to enable the for cross-platform products. fastest development of game environments and game-play available on PC, ® ® PlayStation 3 and Xbox 360™. All features of CryENGINE 3 games (without CryENGINE® 3 Sandbox™ exception) can be produced and played immediately with Crytek’s “What You See Is What You Play” (WYSIWYP) system! CryENGINE® 3 Sandbox™ was introduced in 2001 as the world’s first editor featuring WYSIWYP technology. -
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 -
Game Engines in Game Education
Game Engines in Game Education: Thinking Inside the Tool Box? sebastian deterding, university of york casey o’donnell, michigan state university [1] rise of the machines why care about game engines? unity at gdc 2009 unity at gdc 2015 what engines do your students use? Unity 3D 100% Unreal 73% GameMaker 38% Construct2 19% HaxeFlixel 15% Undergraduate Programs with Students Using a Particular Engine (n=30) what engines do programs provide instruction for? Unity 3D 92% Unreal 54% GameMaker 15% Construct2 19% HaxeFlixel, CryEngine 8% undergraduate Programs with Explicit Instruction for an Engine (n=30) make our stats better! http://bit.ly/ hevga_engine_survey [02] machines of loving grace just what is it that makes today’s game engines so different, so appealing? how sought-after is experience with game engines by game companies hiring your graduates? Always 33% Frequently 33% Regularly 26.67% Rarely 6.67% Not at all 0% universities offering an Undergraduate Program (n=30) how will industry demand evolve in the next 5 years? increase strongly 33% increase somewhat 43% stay as it is 20% decrease somewhat 3% decrease strongly 0% universities offering an Undergraduate Program (n=30) advantages of game engines • “Employability!” They fit industry needs, especially for indies • They free up time spent on low-level programming for learning and doing game and level design, polish • Students build a portfolio of more and more polished games • They let everyone prototype quickly • They allow buildup and transfer of a defined skill, learning how disciplines work together along pipelines • One tool for all classes is easier to teach, run, and service “Our Unification of Thoughts is more powerful a weapon than any fleet or army on earth.” [03] the machine stops issues – and solutions 1. -
Amazon Lumberyard Guide De Bienvenue Version 1.24 Amazon Lumberyard Guide De Bienvenue
Amazon Lumberyard Guide de bienvenue Version 1.24 Amazon Lumberyard Guide de bienvenue Amazon Lumberyard: Guide de bienvenue Copyright © Amazon Web Services, Inc. and/or its affiliates. All rights reserved. Amazon's trademarks and trade dress may not be used in connection with any product or service that is not Amazon's, in any manner that is likely to cause confusion among customers, or in any manner that disparages or discredits Amazon. All other trademarks not owned by Amazon are the property of their respective owners, who may or may not be affiliated with, connected to, or sponsored by Amazon. Amazon Lumberyard Guide de bienvenue Table of Contents Bienvenue dans Amazon Lumberyard .................................................................................................... 1 Fonctionnalités créatives de Amazon Lumberyard, sans compromis .................................................... 1 Contenu du Guide de bienvenue .................................................................................................. 2 Fonctions de Lumberyard .................................................................................................................... 3 Voici quelques-unes des fonctions d'Lumberyard : ........................................................................... 3 Plateformes prises en charge ....................................................................................................... 4 Fonctionnement d'Amazon Lumberyard ................................................................................................. -
Core Techniques and Algorithms in Game Programming
Core Techniques and Algorithms in Game Programming Core Techniques and Algorithms in Game Programming To even try to keep pace with the rapid evolution of game development, you need a strong foundation in core programming techniques-not a hefty volume on one narrow topic or one that devotes itself to API- specific implementations. Finally, there's a guide that delivers! As a professor at the Spanish university that offered that country's first master's degree in video game creation, author Daniel Sanchez-Crespo recognizes that there's a core programming curriculum every game designer should be well versed in-and he's outlined it in these pages! By focusing on time-tested coding techniques-and providing code samples that use C++, and the OpenGL and DirectX APIs-Daniel has produced a guide whose shelf life will extend long beyond the latest industry trend. Code design, data structures, design patterns, AI, scripting engines, 3D pipelines, texture mapping, and more: They're all covered here-in clear, coherent fashion and with a focus on the essentials that will have you referring back to this volume for years to come. Table of Contents Introduction What You Will Learn What You Need to Know How This Book Is Organized Conventions Chapter 1. A Chronology of Game Programming Phase I: Before Spacewar Phase II: Spacewar to Atari Phase III: Game Consoles and Personal Computers Phase IV: Shakedown and Consolidation Phase V: The Advent of the Game Engine Phase VI: The Handheld Revolution Phase VII: The Cellular Phenomenon Phase VIII: Multiplayer Games In Closing Chapter 2. -
Game Engine Architecture
Game Engine Architecture Chapter 1 Introduction prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 1 Structure of a game team • Lots of members, many jobs o Engineers o Artists o Game Designers o Producers o Publisher o Other Staff prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 2 Engineers • Build software that makes the game and tools works • Lead by a senior engineer • Runtime programmers • Tools programmers prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 3 Artists • Content is king • Lead by the art director • Come in many Flavors o Concept Artists o 3D modelers o Texture artists o Lighting artists o Animators o Motion Capture o Sound Design o Voice Actors prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 4 Game designers • Responsible for game play o Story line o Puzzles o Levels o Weapons • Employ writers and sometimes ex-engineers prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 5 Producers • Manage the schedule • Sometimes act as the senior game designer • Do HR related tasks prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 6 Publisher • Often not part of the same company • Handles manufacturing, distribution and marketing • You could be the publisher in an Indie company prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of -
KALEB NEKUMANESH Redmond WA, 98052
7435 159th Pl NE, Apt C319 KALEB NEKUMANESH Redmond WA, 98052 LEVEL ARTIST / GAME DESIGNER (425) 761-9421 kalebnek.artstation.com linkedin.com/in/kalebnek [email protected] EXPERIENCE SKILLS 343 Industries (Microsoft), Campaign Level / Game Designer Level Art JUN 2019 - PRESENT Level Design - Designed spaces intended to feature gameplay, narrative moments, and Gameplay Design exploration for the campaign of Halo Infinite Organic World Building - Design and sculpt terrain and gameplay assets to fit the gameplay, story, and artistic needs of the space Video Editing - Worked on various levels from concept to polish Graphic Design - Wrote design documentation for the purpose of pitching to leads and Quality Assurance directors Leadership - Worked with art, narrative, and design leads to ensure the levels are hitting the goals of all the teams involved Public Speaking - Playtested and iterated on levels and combat encounters Customer Service - Built combat encounters around several POIs in the Halo Infinite Technical Writing Campaign Project Management Independent Game Development, L evel Art / Game Design AUG 2017 - PRESENT SOFTWARE EXPERIENCE - Directed a team of up to 15 people at a time to develop a vision for an independent game developed in Unreal Unreal Engine - Designed and scripted gameplay systems in Unreal Blueprints CryEngine - Performed level design using BSP brush methods and iterated based on Unity playtest data Houdini - Sculpted and designed terrain to support gameplay and environments SpeedTree - Led a testing team to test -
5 Game Development Slides
: requirements elicitation Video Game Development by ian kabeary, franky cheung, stephen dixon, jamie bertram, marco farrier 1 2 the process of requirements elicitation for game development is unlike that of any other type of software. topics (some) requirements developers have to deal with how they deal with them must be fun have surround how requirements have changed over the years sound can’t be boring have good graphics be fun 4 years from now have plot twists add character development have long, detailed levels http://www.wallpaperspictures.net/image/lost-in-a-dense-fog-wallpaper-for-1920x1440-545-4.jpg 3 4 must be fun have surroun d soun d these are vague, yet very important to the end users of can’t be the system, and cannot be discarded by developers. [1] boring have good so what can be done? graphics be fun 4 years from now have plot twists add character development developers can attempt to create new gameplay experiences http://cdn.digitaltrends.com/wp-content/uploads/2010/12/portal_mirror-2.jpg http://4.bp.blogspot.com/-SzkHfVP1Lig/TyMgyWmbBHI/AAAAAAAAD3M/ItQVnEJjw_E/s1600/PokemonRed_Nintendo_GameBoy_005a.jpg 5 have long, detailed levels 6 some statistics • Pokémon Red, Blue, Green sold 20.08 million, worldwide • Pokémon FireRed, LeafGreen sold 11.18 million, worldwide • Other derivatives, (like Gold, Silver, Ruby, Sapphire, Crystal, Emerald, Diamond, Pearl) sold a total of approximately 48.6 million, worldwide. or, refine existing (successful) concepts into a new game. http://cdn3.digitaltrends.com/wp-content/uploads/2011/04/portal-2-review.jpg http://vgsales.wikia.com/wiki/Pokemon http://www.easybizchina.com/picture/product/200911/04-54a30540-67b0-49f3-8af3-38f0f95b2e78.jpg http://4.bp.blogspot.com/-VrKGuN_pMOY/TjPql78UI9I/AAAAAAAAATg/rcI3edZvYr8/s1600/iStock_money+tree.jpg 7 8 over the years, consumer expectations have what made mario popular? changed. -
Investigating Steganography in Source Engine Based Video Games
A NEW VILLAIN: INVESTIGATING STEGANOGRAPHY IN SOURCE ENGINE BASED VIDEO GAMES Christopher Hale Lei Chen Qingzhong Liu Department of Computer Science Department of Computer Science Department of Computer Science Sam Houston State University Sam Houston State University Sam Houston State University Huntsville, Texas Huntsville, Texas Huntsville, Texas [email protected] [email protected] [email protected] Abstract—In an ever expanding field such as computer and individuals and security professionals. This paper outlines digital forensics, new threats to data privacy and legality are several of these threats and how they can be used to transmit presented daily. As such, new methods for hiding and securing illegal data and conduct potentially illegal activities. It also data need to be created. Using steganography to hide data within demonstrates how investigators can respond to these threats in video game files presents a solution to this problem. In response order to combat this emerging phenomenon in computer to this new method of data obfuscation, investigators need methods to recover specific data as it may be used to perform crime. illegal activities. This paper demonstrates the widespread impact This paper is organized as follows. In Section II we of this activity and shows how this problem is present in the real introduce the Source Engine, one of the most popular game world. Our research also details methods to perform both of these tasks: hiding and recovery data from video game files that engines, Steam, a powerful game integration and management utilize the Source gaming engine. tool, and Hammer, an excellent tool for creating virtual environment in video games. -
Desarrollo De Un Prototipo De Videojuego
UNIVERSIDAD DE EXTREMADURA Escuela Politécnica Máster en Ingeniería Informática Trabajo de Fin de Máster Desarrollo de un Prototipo de Videojuego Ricardo Franco Martín Noviembre, 2016 UNIVERSIDAD DE EXTREMADURA Escuela Politécnica Máster en Ingeniería Informática Trabajo de Fin de Máster Desarrollo de un Prototipo de Videojuego Autor: Ricardo Franco Martín Fdo: Directores: Pablo García Rodriguez y Rober Morales Chaparro Fdo: Tribunal Calicador Presidente: Fdo: Secretario: Fdo: Vocal: Fdo: Dedicado a mi familia i ii Agradecimientos Quisiera agradecer a varias personas el apoyo y ayuda que me han prestado en la realización de este Trabajo de Fin de Máster. En primer lugar, agradecer a mi director Pablo García Rodríguez por per- mitirme realizar este proyecto y recibirme con los brazos abiertos cada vez que he necesitado su ayuda. También quiero agradecer a mi codirector Rober Morales Chaparro por conar en mí y proporcionarme una de las fases profesional y educativa más importantes de mi vida. Por último, agradecer a mi familia y amigos, que sin su apoyo, no habría llegado tan lejos. En especial, darle las gracias a mi hermano José Carlos Franco Martín que ha realizado y proporcionado algunos recursos artísticos para el proyecto. ½Muchas gracias a todos! iii iv Resumen Este Trabajo de Fin de Máster (en adelante TFM) trata sobre todo el proceso de investigación, conguración de un entorno de trabajo y desarrollo de un prototipo de videojuego. Analizaremos la tecnología actual y repasaremos algunas de las herramien- tas más relevantes utilizadas en el proceso de desarrollo de un videojuego. Seguidamente, trataremos de desarrollar un videojuego. Para ello, a partir de una idea de juego, diseñaremos las mecánicas y construiremos un prototipo funcional que pueda ser jugado y que reeje las principales características planteadas en la idea inicial, con el objetivo de comprobar si el juego es viable, si es divertido y si interesa desarrollar el juego completo.