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Apple IOS Game Development Engines P
SWE578 2012S 1 Apple IOS Game Development Engines Abstract—iOS(formerly called iPhone OS) is Apple's section we make comparison and draw our conclusion. mobile operating system that is used on the company's mobile device series such as iPhone, iPod Touch and iPad which II. GAME ENGINE ANATOMY have become quite popular since the first iPhone launched. There are more than 100,000 of the titles in the App Store are A common misconception is that a game engine only games. Many of the games in the store are 2D&3D games and draws the graphics that we see on the screen. This is of it can be said that in order to develop a complicated 3D course wrong, for a game engine is a collection of graphical game, using games engines is inevitable. interacting software that together makes a single unit that runs an actual game. The drawing process is one of the I. INTRODUCTION subsystems that could be labeled as the rendering With its unique features such as multitouch screen and engine[3]. accelerometer and graphics capabilities iOS devices has Game engines provide a visual development tools in become one of the most distinctive mobile game addition to software components. These tools are provided platforms. More than 100,000 of the titles in the App Store in an integrated development environment in order to are games. With the low development cost and ease of create games rapidly. Game developers attempt to "pre- publishing all make very strange but new development invent the wheel” elements while creating games such as opportunity for developers.[2]Game production is a quite graphics, sound, physics and AI functions. -
Faculteit Bedrijf En Organisatie Unity 5 Versus
Faculteit Bedrijf en Organisatie Unity 5 versus Unreal Engine 4: Artificiële intelligentie van 3D vijanden voor een HTML5 project Matthias Caryn Scriptie voorgedragen tot het bekomen van de graad van Bachelor in de toegepaste informatica Promotor: Joeri Van Herreweghe Co-promotor: Steven Delrue Academiejaar: 2015-2016 Derde examenperiode Faculteit Bedrijf en Organisatie Unity 5 versus Unreal Engine 4: Artificiële intelligentie van 3D vijanden voor een HTML5 project Matthias Caryn Scriptie voorgedragen tot het bekomen van de graad van Bachelor in de toegepaste informatica Promotor: Joeri Van Herreweghe Co-promotor: Steven Delrue Academiejaar: 2015-2016 Derde examenperiode Samenvatting Rusty Bolt is een Belgische indie studio. Deze studio wilt een nieuw project starten voor een 3D spel in een HyperText Markup Language 5 (HTML5) browser die intensief gebruik zal maken van artificiële intelligentie (AI) en Web Graphics Library (WebGL). Na onderzoek via een requirements-analyse van verschillende mogelijkheden van game engines komen we terecht bij twee opties namelijk Unity 5, die Rusty Bolt al reeds gebruikt, of de Unreal Engine 4, wat voor hen onbekend terrein is. Qua features zijn ze enorm verschillend, maar ze voldoen elk niet aan één voorwaarde die Rusty Bolt verwacht van een game engine. Zo biedt Unity Technologies wel een mogelijkheid om software te bouwen in de cloud. De broncode van Unity wordt niet openbaar gesteld, tenzij men er extra voor betaalt. Deze game engine is dus niet volledig open source in tegenstelling tot Unreal Engine 4. We vergelijken dan verder ook deze twee engines, namelijk Unity 5 en Unreal Engine 4. We tonen aan dat deze engines visueel verschillen van features, maar ook een andere implementatie van de AI hanteren. -
Game Programming Algorithms and Techniques This Page Intentionally Left Blank Game Programming Algorithms and Techniques
Game Programming Algorithms and Techniques This page intentionally left blank Game Programming Algorithms and Techniques A Platform-Agnostic Approach Sanjay Madhav Upper Saddle River, NJ • Boston • Indianapolis • San Francisco New York • Toronto • Montreal • London • Munich • Paris • Madrid Capetown • Sydney • Tokyo • Singapore • Mexico City Many of the designations used by manufacturers and sellers to distinguish their Editor-in-Chief products are claimed as trademarks. Where those designations appear in this book, Mark Taub and the publisher was aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals. E x e c u t i v e E d i t o r Laura Lewin The author and publisher have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors D e v e l o p m e n t E d i t o r or omissions. No liability is assumed for incidental or consequential damages in Chris Zahn connection with or arising out of the use of the information or programs contained M a n a g i n g E d i t o r herein. Kristy Hart For information about buying this title in bulk quantities, or for special sales opportunities (which may include electronic versions; custom cover designs; and P r o j e c t E d i t o r content particular to your business, training goals, marketing focus, or branding Elaine Wiley interests), please contact our corporate sales department at corpsales@pearsoned. -
A Case Study on One-Source Multi-Platform Mobile Game Development Using Cocos2d-X
International Journal of Engineering and Applied Sciences (IJEAS) ISSN: 2394-3661, Volume-3, Issue-11, November 2016 A Case Study on One-Source Multi-Platform Mobile Game Development Using Cocos2d-x Jinseok Seo, Hun Choi Abstract— In this paper, by introducing a case study on of "ResourceMaker", a tool developed for efficient game development of a first-person shooter game “Biosis” playable in resource sharing and management. This chapter also both iOS and Android platforms, we present guidelines for describes the level engine implemented to reflect the game developing one-source multi-platform mobile games using designers’ intention freely. Finally, Chapter V concludes the cocos2d-x game engine. This paper also describes the paper. “ResourceMaker” implemented to share and manage game assets efficiently in our multi-targeted development environment and the level engine by using which game planners can easily apply their designs to game levels. We expect that the presented guidelines will help game developers reduce the time and cost for development in the mobile game ecosystem, the life-cycle of which is very short. Index Terms—cocos2d-x, mobile game, multi-platform I. INTRODUCTION Recently, as the mobile platforms including smart phones have achieved popular success, the size of the mobile game market is also rapidly increasing [1]. As the market grows, more and more types of smart devices are emerging. Even on platforms that support the same operating system, many various types of devices with different screen resolutions are being announced. Therefore, it is inevitable that the cost required to develop a game for various platforms and display types as described above is greatly increased. -
Basic Elements and Characteristics of Game Engine
Global Journal of Computer Sciences: Theory and Research Volume 8, Issue 3, (2018) 126-131 www.gjcs.eu Basic elements and characteristics of game engine Ramiz Salama*, Near East University, Department of Computer Engineering, Nicosia 99138, Cyprus Mohamed ElSayed, Near East University, Department of Computer Engineering, Nicosia 99138, Cyprus Suggested Citation: Salama, R. & ElSayed, M. (2018). Basic elements and characteristics of game engine. Global Journal of Computer Sciences: Theory and Research. 8(3), 126–131. Received from March 11, 2018; revised from July 15, 2018; accepted from November 13, 2018. Selection and peer review under responsibility of Prof. Dr. Dogan Ibrahim, Near East University, Cyprus. ©2018 SciencePark Research, Organization & Counseling. All rights reserved. Abstract Contemporary game engines are invaluable tools for game development. There are many engines available, each of them which excel in certain features. Game Engines is a continuous series that helps us to make and design beautiful games in the simplest and least resource way. Game drives support a wide variety of play platforms that can translate the game into a game that can be played on different platforms such as PlayStation, PC, Xbox, Android, IOS, Nintendo and others. There is a wide range of game engines that suit every programmer and designed to work on Unity Game Engine, Unreal Game Engine and Construct Game Engine. In the research paper, we discuss the basic elements of the game engine and how to make the most useful option among Game Engines depending on your different needs and needs of your game. Keywords: Game engine, game engine element, basics of game engine. -
Gamification in E-Learning Isatyash Fakoo, Iitulasi.B Idept
ISSN : 2347 - 8446 (Online) International Journal of Advanced Research in ISSN : 2347 - 9817 (Print) Vol. 5, Issue 1 (Jan. - Mar. 2017) Computer Science & Technology (IJARCST 2017) Gamification in e-Learning ISatyash Fakoo, IITulasi.B IDept. of Computer Science, Christ University, Bangalore, India IIAssociate Professor, Department of Computer Science, Christ University, Bangalore, India Abstract Teaching learning process had involved to greater dimension in the past decade. The penetration and ease of availability has seen rise in use of e-Learning in the high education. e-Learning has provided a virtual platform for both learners and teachers to cater to the varied learner needs. The digital native, who is the current generation of learner find games as an interesting medium to learn. Gamification of learning has been to be a new approach to engage the digital learner in an efficient way. Keywords Gamification; e-Learning; digital learner; open source tools; hot potatoes component. I. Introduction students and students in remote and inaccessible places all over Gamification has been part of marketing, customer engagement the world by offering them more prominent adaptability as far and many other sectors of industry. It is perceived as innovative as place and time. approach to enhance the business model. Success and usage of 1. At Fortune 500 firms, 73.6 percent of technology-delivered games in the business sector is predicted to take upsurge in the training comes through networked, online methods. (1) coming years. Every field benefits through innovative or disruptive 2. Corporations can save up to 70% by replacing traditional techniques and educational field is no different. -
Top-Down Design of a CS Curriculum for a Computer Games BA
Top-down Design of a CS Curriculum for a Computer Games BA Nuno Fachada Nélio Códices HEI-Lab — Digital Human-Environment Interactions Lab School of Communication, Arts and Information Tech. Lusófona University Lusófona University Lisboa, Portugal Lisboa, Portugal [email protected] [email protected] ABSTRACT 1 INTRODUCTION Computer games are complex products incorporating software, Programming is a fundamental area in computer game develop- design and art. Consequently, their development is a multidis- ment. Arguably, it was the sole skill required for actually making ciplinary effort, requiring professionals from several fields, who computer games in the past [44, 49]. However, the emergence of should nonetheless be knowledgeable across disciplines. game engines and other development tools has been reducing the Due to the variety of skills required, and in order to train these relative importance of programming – so much so that today it is professionals, computer game development (GD) degrees have been possible to develop commercially viable games (even if limited), appearing in North America and Europe since the late 1990s. Follow- without writing code [4, 7, 13, 43]. Furthermore, computer games ing this trend, several GD degrees have emerged in Portugal. Given have since become complex products incorporating software, design the lack of specialized academic staff, not uncommon in younger and art. Thus, computer game development has turned into a multi- scientific areas, some of these degrees “borrowed” computer science disciplinary effort, requiring professionals from several fields, who (CS) programs and faculty within the same institution, leading in should nonetheless be knowledgeable across disciplines [5, 49, 58]. some cases to a disconnect between CS theory and practice and the Nevertheless, programming remains an essential competence for requirements of GD classes. -
Game Engines Education Module Game Engines 09 from a to Z
software Problem-Solving Activities for Computational Thinkers ➒ Game Engines education module Game Engines 09 from A to Z software education module Traditional Games Revisited How Game Characters Move Becoming a Game Developer Computational Thinking Map How to Use 1. Traditional Games 3. Becoming a Game This Program Revisited Developer Activity 1 Activity 4 Software is changing the world. The programs installed in computers and apps Problem Decomposition Problem Decomposition that make it more convenient to use smartphones are all software. Software is in Collect information about Look into the games built every part of our lives, so it is difficult to find areas where we are not affected by games similar to Yut Nori by using a game engine software. The state-of-the-art science and technology that we see in the news is also Recognizing Patterns Automation Automation Recognizing Patterns helped by software. In turn, progress in math, science and technology advances Assign symbolic meanings Program a game that uses Come up with a game idea Compare the games similar to game pieces and express a game engine, by combin- and compare it with similar software further. As such, math, science and technology are closely related with to Yut Nori them as a drawing ing images and game logic games and cannot be separated from software. These module series were created through collaboration between experts in Abstraction Making an Algorithm Making an Algorithm Abstraction related fields and software education, and its suitability for classrooms has been Check whether the game Make a game board and Define stations to be includ - elements were designed Draw game characters, verified. -
2D Graphics Based on S
Introduction to Computer Game Production: 2D Graphics based on S. Madhav (2014) Game Programming Algorithms and Techniques, Addison-Wesley Dr. Mathias Lux Klagenfurt University 2D Graphics 2D rendering mostly limited by display device capabilities • Nowadays LCD • influenced from cathode ray tube (CRT) By Blue tooth7 (Own work) [CC BY-SA 3.0 (http://creativecommons.org/licenses/by- sa/3.0)], via Wikimedia Commons CRT • Scan lines and pixels per scan line • way back: vertical blank interval (VBLANK) Early game systems couldn’t store all pixels in RAM, ie. 320 pixels on 200 scan lines Color Buffers & Vertical Sync • Newer hardware has color buffer – Game writes into buffer – CRT gun reads from buffer • Problem with synchronization – Buffer updated while reading? – Buffer just updated in VBLANK? Screen tearing Double Buffering • Two instead of one buffers – Write into one buffer – Wait for VBLANK, then switch buffers function RenderWorld() // Draw all objects in the game world ... wait for VBLANK swap color buffers } Double & Triple Buffering • LCD Monitors can still experience tearing – so double buffering is still a good idea • Switching in VBLANK – caps framerate to refresh rate of the monitor – option: switch when ready • Some games use triple buffering – further smooth out frame rates – at cost of input lag, cp. VR Sprites 2D visual object, that can be drawn with a single image at any given frame. • backgrounds, objects, avatars, ... • games often have hundreds of sprites • so sprites need to managed efficiently Sprite Formats and Loading • Format depends on system capabilities – iOS can natively handle PVR – TGA can be handled natively, but is uncompressed – JPG and PNG have to decoded • Typically ones uses libraries/frameworks – SDL, libGDX, cocos2d, .. -
[Cocos2d-X.By.Example.Beginners
Cocos2d-x by Example Beginner's Guide Make fun games for any platform using C++, combined with one of the most popular open source frameworks in the world Roger Engelbert BIRMINGHAM - MUMBAI Cocos2d-x by Example Beginner's Guide Copyright © 2013 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. First published: April 2013 Production Reference: 1190413 Published by Packt Publishing Ltd. Livery Place 35 Livery Street Birmingham B3 2PB, UK. ISBN 978-1-78216-734-1 www.packtpub.com Cover Image by Roger Engelbert ([email protected]) Credits Author Project Coordinator Roger Engelbert Abhishek Kori Reviewers Proofreader Fabio Cunha Dirk Manuel Stelios Pallis Marcio Valenzuela P Indexers Rekha Nair Acquisition Editor Monica Ajmera Mehta Martin Bell Graphics Lead Technical Editor Valentina D'silva Joel Noronha Production Coordinator Technical Editors Prachali Bhiwandkar Veronica Fernandes Ishita Malhi Cover Work Prachali Bhiwandkar Saijul Shah About the Author Roger Engelbert is a game developer with over ten years of experience in developing online games. -
Desarrollo De Un Videojuego Para Móviles Con Unity O Cocos2d-X
Desarrollo de un videojuego para móviles con Unity o Cocos2d-x Máster Universitario en Desarrollo de Software para Dispositivos Móviles Trabajo Fin de Máster Autor: José María Egea Canales Tutor/es: Miguel Ángel Lozano Ortega Septiembre 2016 Justificación y Objetivos Con el fin de poder aplicar los conceptos sobre videojuegos aprendidos en esta titulación de posgrado, y lograr tratar con los temas sociales y servicios de la plataforma Google, se pretende desarrollar un videojuego 2D sencillo pero completo para Android, que haga uso de servicios de Google, y que nos permita analizar y evaluar la dificultad con la que es posible trabajar con estos. Para el desarrollo del videojuego se pretende utilizar el motor Cocos2d-x. Cabe recalcar que para la construcción correcta del proyecto, se realiza tanto el Documento de Diseño del Videojuego (GDD), como su posterior desarrollo utilizando el motor. El videojuego estará realizado utilizando las bibliotecas de Cocos2d-x de C++, y se utilizará en la medida de lo posible las herramientas de este motor. Se pretende mantener un desarrollo limpio abierto a posibles mejoras y adaptación a dispositivos iOS en el futuro. Como extra, para otorgarle más personalidad, se pretende realizar gráficos propios para todo el videojuego. Página 1 Agradecimientos Este proyecto surge de mis problemas para prestar atención en ocasiones en clase, que me hacen acabar convirtiendo mis hojas de apuntes en hojas de garabatos, así que me agradezco a mí mismo por haber sacado algo productivo del desastre. Gracias, Yo. Por otro lado, agradezco a mi compañero Juan Pomares, porque si lo pillabas de buenas, te resolvía todas las dudas que te pudieran surgir. -
An Intro to Making Games with Cocos2d and Chipmunk Physics.Pptx
An introduction to making games with Cocos2d & Chipmunk Physics By Jim Range About • Established in Oct 2009 • Published 39 games in the Apple App Store • Games downloaded millions of mes • Several Heyalda games have reached the #1 ranking in the racing category and the top 10 of all games in the Apple App Store in countries such as France, Japan, Italy, Sweden, Norway and others. About Jim • Spent the last twelve years transforming from an electrical/firmware engineer to an ethical hacker that became an enterprise soluon development consultant that also makes video games. • Clients include Siemens, SAP, Fannie Mae, Choice Point, HCSC, Safeway, A.G. Edwards, Ingersoll Rand, Chrysler, Symantec, and several other health care and financial services companies. By Jim Range - Heyalda 2 Presentaon Outline Sec$on Title Slide Overview of Cocos2d 4 Overview of Chipmunk Physics Engine 25 Game Architecture & Game Design 28 Rapid Prototyping 30 Performance Tuning 33 Game Center & GREE/OpenFeint 34 Monezaon 35 Geng digital content 37 Tools 38 Sales and Ranking Analycs 39 Detailed tutorials on Cocos2d and Chipmunk can be found at hp://heyalda.com/blog By Jim Range - Heyalda 3 Overview of Cocos2d What is Cocos2d iPhone/Mac? • Flexible open source Objecve-C 2D sprite based game engine for iPhone/iPod/iPad and Mac hp://www.cocos2d-iphone.org • Built on OpenGL ES 1.1 (Cocos2d 1.x), OpenGL ES 2.0 (Cocos2d 2.0) • CocosDension for audio • Chipmunk and Box2d physics • Lots of built in funconality that simplifies loading and using game assets. Check out: hp://heyalda.com/Geng-Started-with-Cocos2d-and-Chipmunk-Part1/ Also, for tons of iOS and Cocos2d tutorials, check out: hp://www.raywenderlich.com/ By Jim Range - Heyalda 4 Geng Cocos2d • Download from hp://www.cocos2d-iphone.org/ • Run the install-templates.sh script to install the templates into Xcode.