Quake III Arena Game Structures
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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. -
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). -
Opinnäytetyön Mallipohja
Tuomas Suokko Pelimoottorin kehittämisen kannattavuus Insinööri (AMK) Tieto- ja viestintätekniikka Kevät 2020 Tiivistelmä Tekijä: Suokko Tuomas Työn nimi: Pelimoottorin kehittämisen kannattavuus Tutkintonimike: Insinööri (AMK), tieto- ja viestintätekniikka Asiasanat: Pelimoottori, kannattavuus, ohjelmistokehitys, yritystoiminta Tämän tutkimuksen tavoitteena oli selvittää, onko peliyritykselle kannattavaa kehittää oma pelimoottori, kun ilmaisia kaupallisia pelimoottoreita on markkinoilla. Tutkimuksen toimeksiantajana toimi Linna Games Oy, joka toivoi selvitettäväksi pelimoottorin kehityksen aika-arvion ja kustannukset. Linna Games Oy:n työ- harjoittelussa kehitettyyn prototyyppi 2D-pelimoottoriin ja sen kehityskokemuksiin viitattiin tutkimuk- sessa. Tutkimuksessa myös hyödynnettiin neljän eri pelialan ammattilaisten mielipiteitä ja kokemuksia pelimoottorikehityksen suhteen. Ensin kaupallisia pelimoottoreita vertailtiin toisiinsa erityisesti niiden lisenssimaksujen suhteen. Seuraa- vaksi käsiteltiin pelimoottorin kehityksen menetelmät, hyödyt ja haitat. Tämän jälkeen omakehitteisen pelimoottorin kehityksen kustannuksia vertailtiin kaupallisten pelimoottoreiden lisenssimaksuihin. Lisens- simaksujen laskelmissa käytettiin kahta kuvitteellista peliä, joiden menestystason perusteella laskettiin käy- tettyjen pelimoottorien osuus esimerkkiyrityksen kokonaiskustannuksista. Vaikka oman pelimoottorin kehityksen voisi nähdä eduksi sen rajattomien kehitysmahdollisuuksien nimissä, tämän suuret kustannukset ja aika-arviot eivät puoltaneet tätä kannattavampana -
Amended Final Draft
Independent or Indie? Creative Autonomy and Cultural Capital in Independent Video Game Production Martin Graham Smith A thesis submitted in fulfilment of the requirements of the Manchester Metropolitan University for the degree of Master of Arts (By Research) Manchester Institute for Research and Innovation in Art and Design (MIRIAD) May 2016 ABSTRACT The use of the word ‘indie’ in relation to video games has shifted from referring to games made independently of a large publisher to being a more nebulous term that is harder to define but that is clearly used at times to refer to games other than those made without the financial assistance of publishers. This thesis seeKs to contribute to the ongoing debate in academic writing on video games as to the meaning of the phrase ‘indie games’. The thesis combines textual and institutional analysis to contextualise the modern indie game by investigating the history of independent video game production in the UK and USA from the 1970s to the modern day, with reference to how changes in technology have shaped independent video game production over time. Alternative models of production that existed before the indie games of the mid-2000s onwards are an under researched area, and this thesis argues that a number of independent counter trends to dominant industry practices set precedents for many of the features of later indie games, in terms of content, style, distribution methods, and models of production. The thesis also contains a case study into the publisher-funded indie games of Jenova Chen and Thatgamecompany which investigates the conflicting definitions of indie in academic writing on video games and other forms of media, arguing that as with indie in cinema, indie in games functions as a form of cultural capital for the audience and developers. -
Summer 2019 | Ages 7–19 WHERE WILL Id TECH TAKE You?
Summer 2019 | Ages 7–19 WHERE WILL iD TECH TAKE you? TODAY, iD TECH. TOMORROW, YOUR DREAM CAREER. Google. Facebook. Epic Games. Warner Brothers. iD Tech students are going on to land dream jobs at the world’s most iconic companies. Along the way, many will attend top colleges, launch their own startups, and create game-changing nonprofits. Our extraordinary student outcomes are unmatched by any other program in the industry. 1 iD Tech Camps Ages 7–17, co-ed | Weeklong, beg-adv | 150+ locations Our flagship co-ed experience offers courses for every interest in a well-balanced, fun environment. Alexa Café Ages 10–15, all-girls | Weeklong, beg-adv | 15+ locations Our all-girls program features a unique mix of tech and social impact in a stylish, empowering setting. iD Coding & AI Academy Ages 13–18, co-ed | 2 weeks, beg-adv | 15+ locations Push the boundaries of software and build in-demand skills in this intensive, pre-collegiate experience. iD Game Dev Academy Ages 13–18, co-ed | 2 weeks, beg-adv | 10+ locations Get immersed in an intensive, collaborative game studio, or dive into the industries of eSports and data science. AcademyNEXT Ages 16–19, co-ed | 3 weeks, advanced | 1 location Startup culture, bleeding-edge tech, and recruitment opportunities collide in this bootcamp for our most experienced students. Online Private Lessons Ages 7-19, beg-adv Prep for a summer course, continue learning after camp, or dive in to a new topic anytime. 2 “ iD Tech’s Fortnite Camps blend the hottest title out right now with real-world skills for a future in game design or development. -
Google Adquiere Motorola Mobility * Las Tablets PC Y Su Alcance * Synergy 1.3.1 * Circuito Impreso Al Instante * Proyecto GIMP-Es
Google adquiere Motorola Mobility * Las Tablets PC y su alcance * Synergy 1.3.1 * Circuito impreso al instante * Proyecto GIMP-Es El vocero . 5 Premio Concurso 24 Aniversario de Joven Club Editorial Por Ernesto Rodríguez Joven Club, vivió el verano 2011 junto a ti 6 Aniversario 24 de los Joven Club La mirada de TINO . Cumple TINO 4 años de Los usuarios no comprueba los enlaces antes de abrirlos existencia en este septiembre, el sueño que vió 7 Un fallo en Facebook permite apropiarse de páginas creadas la luz en el 2007 es hoy toda una realidad con- Google adquiere Motorola Mobility vertida en proeza. Esfuerzo, tesón y duro bre- gar ha acompañado cada día a esta Revista que El escritorio . ha sabido crecerse en sí misma y superar obs- 8 Las Tablets PC y su alcance táculos y dificultades propias del diario de cur- 11 Propuesta de herramientas libre para el diseño de sitios Web sar. Un colectivo de colaboración joven, entu- 14 Joven Club, Infocomunidad y las TIC siasta y emprendedor –bajo la magistral con- 18 Un vistazo a la Informática forense ducción de Raymond- ha sabido mantener y El laboratorio . desarrollar este proyecto, fruto del trabajo y la profesionalidad de quienes convergen en él. 24 PlayOnLinux TINO acumula innegables resultados en estos 25 KMPlayer 2.9.2.1200 años. Más de 350 000 visitas, un volumen apre- 26 Synergy 1.3.1 ciable de descargas y suscripciones, servicios 27 imgSeek 0.8.6 estos que ha ido incorporando, pero por enci- El entrevistado . ma de todo está el agradecimiento de muchos 28 Hilda Arribas Robaina por su existencia, por sus consejos, su oportu- na información, su diálogo fácil y directo, su uti- El taller . -
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. -
Game Engines Pedagogical Goal
3/12/17 Game Engines IMGD 4000 Pedagogical Goal • Your technical skills should not be Aed to any parAcular game engine • Just like your programming skills should not be Aed to any parAcular programming language • Use best tools For each job • ... or tools you were given J 2 1 3/12/17 Game Engine DefiniAon Game Engine “A series oF modules and interFaces that allows a development team to Focus on product game- play content, rather than technical content.” [Julian Gold, O-O Game Dev.] • But this class is about “the technical content”! J 3 Buy versus Build • Depends on your needs, resources and constraints – Technical needs (e.g., “pushing the envelope”?) – Financial resources (e.g., venture capital?) – Time constraints (e.g., 1 month or 2 years?) – Plaorm constraints (e.g., Flash?) – Other Factors (e.g., sequel?) • Most games commonly built today with some sort oF “engine layer” 4 2 3/12/17 Why Build? • Need – Technical needs oF game not supported by exisAng engines • Pedagogy – learn specific skill/concept • Control – Provide a beaer understanding oF engine- game interacAon when making game – Can extend/adjust engine iF needed • Genre – have engine especially fit genre (lightweight, just Features required) • Licensing – don’t want to pay out royalty Fees – Note, simple cost should not be a reason – there are many excellent cheap/Free engines à it will “cost” more to build an engine! Why Buy? • Financial – don’t have the Ame/money to build and engine • Support – exisAng engine has large user community and/or documentaon and/or technical support -
Mapping Game Engines for Visualisation
Mapping Game Engines for Visualisation An initial study by David Birch- [email protected] Contents Motivation & Goals: .......................................................................................................................... 2 Assessment Criteria .......................................................................................................................... 2 Methodology .................................................................................................................................... 3 Mapping Application ......................................................................................................................... 3 Data format ................................................................................................................................... 3 Classes of Game Engines ................................................................................................................... 4 Game Engines ................................................................................................................................... 5 Axes of Evaluation ......................................................................................................................... 5 3d Game Studio ....................................................................................................................................... 6 3DVIA Virtools ........................................................................................................................................ -
An Overview Study of Game Engines
Faizi Noor Ahmad Int. Journal of Engineering Research and Applications www.ijera.com ISSN : 2248-9622, Vol. 3, Issue 5, Sep-Oct 2013, pp.1673-1693 RESEARCH ARTICLE OPEN ACCESS An Overview Study of Game Engines Faizi Noor Ahmad Student at Department of Computer Science, ACNCEMS (Mahamaya Technical University), Aligarh-202002, U.P., India ABSTRACT We live in a world where people always try to find a way to escape the bitter realities of hubbub life. This escapism gives rise to indulgences. Products of such indulgence are the video games people play. Back in the past the term ―game engine‖ did not exist. Back then, video games were considered by most adults to be nothing more than toys, and the software that made them tick was highly specialized to both the game and the hardware on which it ran. Today, video game industry is a multi-billion-dollar industry rivaling even the Hollywood. The software that drives these three dimensional worlds- the game engines-have become fully reusable software development kits. In this paper, I discuss the specifications of some of the top contenders in video game engines employed in the market today. I also try to compare up to some extent these engines and take a look at the games in which they are used. Keywords – engines comparison, engines overview, engines specification, video games, video game engines I. INTRODUCTION 1.1.2 Artists Back in the past the term ―game engine‖ did The artists produce all of the visual and audio not exist. Back then, video games were considered by content in the game, and the quality of their work can most adults to be nothing more than toys, and the literally make or break a game. -
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......................