移动游戏开发经验技术分享 -以 Looptek Game World 为例

Total Page:16

File Type:pdf, Size:1020Kb

移动游戏开发经验技术分享 -以 Looptek Game World 为例 移动游戏开发经验技术分享 -以 LoopTek Game World 为例 柯博文 柯博文个人简介: 新浪微博 @powenko 美国硅谷LoopTek公司首席技术官http://www.looptek.com 录克软体公司首席执行官http://tw.looptek.com 专注于谷歌Android和苹果iPhone手机登入软体开发,目前已经在谷歌的Android市场和iPhone 上开发销售近百款软件,并有多款曾经为十大软件,国内外数十field -大型演讲彲者,并出版 五本书籍,上百篇杂志,处理。 柯博文是美国矽谷LoopTek公司首席技术官,台北录克公司的首席执行官。从1993年起连续二 年拿下电玩设计阶段金磁片,更在1998年维普以电玩大富翁总动员拿下该年度益智类最佳游戏 大赏目前专注于谷歌Android和苹果iPhone手机登入软体发展,并为大型上市公司开发相关软 体,如台北国泰世华银行,台湾房屋等,目前已经在谷歌的Android市场和iPhone上开发销售 近百款款软体,并有多款曾经为十大软体,目前也担任中国工字钢信部电子视像行业协会的数 字平台推进中心顾问。 为何要开发游戏 智能型手机的市场现况 iOS的市场现况 iOS的市场现况 iOS的市场现况 开发游戏的几种技巧 iOS SDK- UIImageView NSArray * imageArray = [[NSArray alloc] initWithObjects:[UIImage imageNamed:@"1.png"], [UIImage imageNamed:@"2.png"], [UIImage imageNamed:@"3.png"], [UIImage imageNamed:@"4.png"], [UIImage imageNamed:@"5.png"], Nil]; UIImageView * ryuJump = [[UIImageView alloc] initWithFrame:CGRectMake(100, 125, 150, 130)]; ryuJump.animationImages = imageArray; ryuJump.animationDuration = 1.1; ryuJump.contentMode = UIViewContentModeBottomLeft; [self.view addSubview:ryuJump]; [ryuJump startAnimating]; 2D Lib, cocos2d-iPhone http://code.google.com/p/cocos2d-iphone/ 2D Objective-C Open Source 2D Lib, cocos2d-iPhone http://code.google.com/p/cocos2d-iphone/ Cocos2d-demo LoopTek 2D Game Fart Drop Swap bubble Objective-C OpenGL ES -(void)setupView:(GLView*)view { const GLfloat zNear = 0.01, zFar = 1000.0, fieldOfView = 45.0; GLfloat size; glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect = view.bounds; glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glViewport(0, 0, rect.size.width, rect.size.height); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); } 2D,3D, 移动游戏开发经验技术分享-以 LoopTek Game World 为例 demo:streetFighter 3D Lib Oolong Game Engine http://www.oolongengine.com/ Open source Objective-C 3D Lib CubicVR 3D Engine http://www.cubicvr.org/ Open Source C++ free 3D Lib- GarageGames http://www.garagegames.com/ Cross platform C like $$$ 3D Lib- GarageGames http://www.garagegames.com/ function MyTrigger::onEnter(%this, %object) { // Get the name of the object that entered the trigger %name = %object.getName(); echo(%name @ " entered this trigger"); } function MyTrigger::onLeave(%this, %object) { // Get the name of the object that left the trigger %name = %object.getName(); echo(%name @ " exited this trigger"); } 3D Lib, ShiVa 3D http://www.stonetrip.com/ Cross platform C++ $$$ 2D,3D, 移动游戏开发经验技术分享-以 LoopTek Game World 为例 Libs Irrlicht Engine: Cocos2D: UtopiaGL: Icarus Studios: Living Arcana: Yeti3D: Cube: 3D Lib Unity http://unity3d.com/ Cross platform C#, Javascript $$$ LoopTek Lucy's Maze looptek_ballgame.mov 3D, LoopTek Shooting World 新浪微博 @powenko LoopTek http://www.looptek.com .
Recommended publications
  • 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]
  • 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.
    [Show full text]
  • Development of the Virtual Ela®-House
    DEVELOPMENT OF THE VIRTUAL ELA®-HOUSE Milán Horváth1, Csaba Dániel2, Jacqueline Stark3 and Cecília Sik Lanyi4 1, 2, 4Department of Image Processing and Neurocomputing, University of Pannonia, Veszprém, Hungary 3 Austrian Academy of Sciences, Department of Linguistics and Communication Research, Vienna, Austria Keywords: Virtual reality, aphasia, language therapy. Abstract: In this paper, the rationale for the development and the process of creating the Virtual ELA® (Everyday Life Activities)-House are described. The Virtual ELA®-House is an innovative therapy program designed for use with clients with language and speech disorders and/or with other cognitive neuropsychological disorders, which result from brain damage, e.g. aphasia, apraxia of speech, neglect, etc. The Virtual Reality setting is chosen as a modern and relevant therapy setting which imitates real everyday life scenarios. Computer supported cognitive and language therapy allows for repetitive application in the clinical and home setting which is necessary for learning to take place. The advantages of employing a software program based on a Virtual Environment, in particular the Virtual ELA® -House, are discussed. 1 INTRODUCTION Thus, an important goal in this project was to attain a high degree of correspondence with the analogue Virtual Reality offers a wide range of applications in ELA®-picture stimuli, which is also required for an the field of cognitive neuropsychology, both in authentic virtual world. In a virtual world the diagnosing cognitive deficits and in treating them. designer of a task attempts to capture all aspects Virtual Reality is also a useful tool for skill-building which a particular task requires, but it is very crucial and training by creating a virtual setting, which for it to be true to nature.
    [Show full text]
  • LJMU Research Online
    CORE Metadata, citation and similar papers at core.ac.uk Provided by LJMU Research Online LJMU Research Online Tang, SOT and Hanneghan, M State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning http://researchonline.ljmu.ac.uk/205/ Article Citation (please note it is advisable to refer to the publisher’s version if you intend to cite from this work) Tang, SOT and Hanneghan, M (2011) State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning. Journal of Interactive Learning Research, 22 (4). pp. 551-605. ISSN 1093-023x LJMU has developed LJMU Research Online for users to access the research output of the University more effectively. Copyright © and Moral Rights for the papers on this site are retained by the individual authors and/or other copyright owners. Users may download and/or print one copy of any article(s) in LJMU Research Online to facilitate their private study or for non-commercial research. You may not engage in further distribution of the material or use it for any profit-making activities or any commercial gain. The version presented here may differ from the published version or from the version of the record. Please see the repository URL above for details on accessing the published version and note that access may require a subscription. For more information please contact [email protected] http://researchonline.ljmu.ac.uk/ State of the Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning Stephen Tang* and Martin Hanneghan Liverpool John Moores University, James Parsons Building, Byrom Street, Liverpool, L3 3AF, United Kingdom * Corresponding author.
    [Show full text]
  • 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 ........................................................................................................................................
    [Show full text]
  • Integration of a 3D Rendering Engine with a Physics Simulator
    Universitat de Lleida Escola Politècnica Superior Màster en Enginyeria de Programari Lliure Treball de final de Màster Integration of a 3D rendering engine with a physics simulator Author: Alberto Montañola Lacort Directors: Carlos Ansótegui Gil Juan Manuel Gimeno Illa June 2009 Integration of a 3D rendering engine with a physics simulator Index 1.Introduction.........................................................................................9 1.1.Project Description.......................................................................9 1.2.Project Goals..............................................................................10 1.3.Document structure...................................................................10 2.Definitions, concepts and technology...............................................13 2.1.Definitions..................................................................................13 2.1.1.The scene............................................................................13 2.1.2.Scene Objects......................................................................14 2.2.Technologies...............................................................................18 2.2.1.The rendering engine..........................................................18 2.2.1.1.The rendering process..................................................19 2.2.1.2.Low level programing interfaces...................................20 2.2.1.3.High level programing interfaces..................................21 2.2.2.The input system.................................................................21
    [Show full text]
  • Virtual Reality Software Taxonomy
    Arts et Metiers ParisTech, IVI Master Degree, Student Research Projects, 2010, Laval, France. RICHIR Simon, CHRISTMANN Olivier, Editors. www.masterlaval.net Virtual Reality software taxonomy ROLLAND Romain1, RICHIR Simon2 1 Arts et Metiers ParisTech, LAMPA, 2 Bd du Ronceray, 49000 Angers – France 2Arts et Metiers ParisTech, LAMPA, 2 Bd du Ronceray, 49000 Angers – France [email protected], [email protected] Abstract— Choosing the best 3D modeling software or real- aims at realizing a state of the art of existing software time 3D software for our needs is more and more difficult used in virtual reality and drawing up a short list among because there is more and more software. In this study, we various 3D modeling and virtual reality software to make help to simplify the choice of that kind of software. At first, easier the choice for graphic designers and programmers. we classify the 3D software into different categories we This research is not fully exhaustive but we have try to describe. We also realize non-exhaustive software’s state of cover at best the software mainly used by 3D computer the art. In order to evaluate that software, we extract graphic designers. evaluating criteria from many sources. In the last part, we propose several software’s valuation method from various At first, we are going to list the major software on the sources of information. market and to group them according to various user profiles. Then, we are going to define various criteria to Keywords: virtual, reality, software, taxonomy, be able to compare them. To finish, we will present the benchmark perspectives of this study.
    [Show full text]
  • Development of an Intelligent Wheelchair 3D Simulator/Visualizer
    Faculdade de Engenharia da Universidade do Porto Development of an Intelligent Wheelchair 3D Simulator/Visualizer Maria João Tavares Barbosa Projecto de Dissertação realizado no âmbito do Mestrado Integrado em Engenharia Informática e Computação Áreas de Foco <Simulação Robótica/Motores de Jogos /Cadeiras de Rodas Inteligentes/Interacção e Multimédia> Orientador: Luís Paulo Gonçalves dos Reis (Professor Doutor) Co-orientador: Rui Pedro Amaral Rodrigues (Professor Doutor) Junho de 2011 © Maria João Tavares Barbosa, 2011 Development of an Intelligent Wheelchair 3D Simulator/Visualizer Maria João Tavares Barbosa Mestrado Integrado em Engenharia Informática e Computação Aprovado em provas públicas pelo Júri: Presidente: Pedro Manuel Henriques da Cunha Abreu (Professor Doutor) Vogal Externo: Artur José Carneiro Pereira (Professor Doutor) Orientador: Luís Paulo Gonçalves dos Reis (Professor Doutor) ____________________________________________________ 19 de Julho de 2011 Resumo Com o aumento da esperança média de vida da população dos países mais desenvolvidos, manter e aumentar a qualidade de vida das mesmas é agora uma tarefa essencial. Tal como, o aumento da qualidade de vida das pessoas com algum tipo de deficiência física ou mental que as incapacite a nível motor, pois estas pessoas têm o mesmo direito que as restantes à própria independência e autonomia. Antes de mais é necessário apresentar o projecto que se pretende desenvolver como dissertação de mestrado, cujo tema é “Development of an Intelligent Wheelchair Simulator/Visualizer”. Esta proposta de tese é uma investigação científica em torno de cadeiras de rodas inteligentes, ou seja, pretende focar principalmente as questões de independência e autonomia relacionadas com a capacidade motora. Cadeiras de rodas inteligentes são a solução considerada para permitir menor dependência de utilizadores de cadeiras de rodas.
    [Show full text]
  • Free and Open Source Software
    Free and open source software Copyleft ·Events and Awards ·Free software ·Free Software Definition ·Gratis versus General Libre ·List of free and open source software packages ·Open-source software Operating system AROS ·BSD ·Darwin ·FreeDOS ·GNU ·Haiku ·Inferno ·Linux ·Mach ·MINIX ·OpenSolaris ·Sym families bian ·Plan 9 ·ReactOS Eclipse ·Free Development Pascal ·GCC ·Java ·LLVM ·Lua ·NetBeans ·Open64 ·Perl ·PHP ·Python ·ROSE ·Ruby ·Tcl History GNU ·Haiku ·Linux ·Mozilla (Application Suite ·Firefox ·Thunderbird ) Apache Software Foundation ·Blender Foundation ·Eclipse Foundation ·freedesktop.org ·Free Software Foundation (Europe ·India ·Latin America ) ·FSMI ·GNOME Foundation ·GNU Project ·Google Code ·KDE e.V. ·Linux Organizations Foundation ·Mozilla Foundation ·Open Source Geospatial Foundation ·Open Source Initiative ·SourceForge ·Symbian Foundation ·Xiph.Org Foundation ·XMPP Standards Foundation ·X.Org Foundation Apache ·Artistic ·BSD ·GNU GPL ·GNU LGPL ·ISC ·MIT ·MPL ·Ms-PL/RL ·zlib ·FSF approved Licences licenses License standards Open Source Definition ·The Free Software Definition ·Debian Free Software Guidelines Binary blob ·Digital rights management ·Graphics hardware compatibility ·License proliferation ·Mozilla software rebranding ·Proprietary software ·SCO-Linux Challenges controversies ·Security ·Software patents ·Hardware restrictions ·Trusted Computing ·Viral license Alternative terms ·Community ·Linux distribution ·Forking ·Movement ·Microsoft Open Other topics Specification Promise ·Revolution OS ·Comparison with closed
    [Show full text]
  • Exploration of Techniques for Procedural Content Generation of Levels in Serious Games
    Ulm University | 89069 Ulm | Germany Faculty of Engineering and Computer Science Institute of Media Informatics Exploration of Techniques for Procedu- ral Content Generation of Levels in Se- rious Games Author: Michael Legner 800817 [email protected] Reviewer: Prof. Dr.-Ing. Michael Weber Prof. Dr. Helmuth A. Partsch Supervisor: Julian Frommel, Julia Greim Year: 2014-2015 c 2014-2015 Michael Legner This work is licensed under the Creative Commons. Attribution-NonCommercial-ShareAlike 3.0 License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/de/ or send a letter to Creative Commons, 543 Howard Street, 5th Floor, San Francisco, California, 94105, USA. Print: PDF-LATEX 2ε Name: Michael Legner Matrikelnummer: 800817 Erklärung Ich erkläre, dass ich die Arbeit selbstständig verfasst und keine anderen als die angegebe- nen Quellen und Hilfsmittel verwendet habe. Ulm,den ............................................................................. Michael Legner 1. Abstract 1. Abstract The aim of this thesis is to explore the current state of the art in procedural content generation for levels. Based on the gathered knowledge, a library is developed to be used in the development of serious games. First, the thesis provides an overview over the usage of procedural generation in com- mercial games, research and in the so called demo scene as well as a short overview over the field of terrain generation, one of the main subjects of this thesis. It further introduces the term serious games and gives an overview of projects in this field. The first part is rounded up by adaptivity in games. Next, a very short history of video games is given as well as a definition for the term "serious games".
    [Show full text]
  • Comparison of Physics Frameworks for Webgl-Based Game Engine
    EPJ Web of Conferences 68, 00035 (2014) DOI: 10.1051/epjconf/20146800035 C Owned by the authors, published by EDP Sciences, 2014 Comparison of Physics Frameworks for WebGL-Based Game Engine Resa Yogya and Raymond Kosalaa School of Computer Science, Bina Nusantara University, Jakarta, Indonesia Abstract. Recently, a new technology called WebGL shows a lot of potentials for developing games. However since this technology is still new, there are still many potentials in the game development area that are not explored yet. This paper tries to uncover the potential of integrating physics frameworks with WebGL technology in a game engine for developing 2D or 3D games. Specifically we integrated three open source physics frameworks: Bullet, Cannon, and JigLib into a WebGL-based game engine. Using experiment, we assessed these frameworks in terms of their correctness or accuracy, performance, completeness and compatibility. The results show that it is possible to integrate open source physics frameworks into a WebGL- based game engine, and Bullet is the best physics framework to be integrated into the WebGL-based game engine. 1 Introduction still new, currently there is no dedicated game engine that uses this technology. Fortunately, there are already some The growth of internet is very fast, people can access frameworks for WebGL. These frameworks can be used internet easily nowadays. This goes the same for to develop a game engine, but maybe not all of them are computer games. There are some kinds of games that suitable to be used for the game engine. people can play via their internet browser, which are Therefore, the aim of this paper is to do a comparative often known as browser-games [1].
    [Show full text]
  • Mage: a Flexible, Plugin-Based Approach to Game Engine Architecture
    MAGE: A FLEXIBLE, PLUGIN-BASED APPROACH TO GAME ENGINE ARCHITECTURE by AMIT MATHEW (Under the Direction of Jeffrey Smith) ABSTRACT MAGE is an open-source game engine that uses third-party middleware components to provide functionality for its game subsystems. This approach allows developers to choose best- of-breed components that meet their requirements, instead of being restricted by the components an individual game engine provides. These components can be superior to those that are part of game engines that are built from the ground up, since each component is specialized for one specific function. This approach is implemented by providing an extra layer of abstraction between the game engine and the middleware, which is shown to add only a minor performance penalty. INDEX WORDS: MAGE, game engine, game development, game engine architecture, virtual reality, game middleware MAGE: A FLEXIBLE, PLUGIN-BASED APPROACH TO GAME ENGINE ARCHITECTURE by AMIT MATHEW B.S., University of North Carolina at Chapel Hill, 2002 A Thesis Submitted to the Graduate Faculty of The University of Georgia in Partial Fulfillment of the Requirements for the Degree MASTER OF SCIENCE ATHENS, GEORGIA 2008 © 2008 Amit Mathew All Rights Reserved MAGE: A FLEXIBLE, PLUGIN-BASED APPROACH TO GAME ENGINE ARCHITECTURE by AMIT MATHEW Major Professor: Jeffrey Smith Committee: Daniel Everett John Miller Electronic Version Approved: Maureen Grasso Dean of the Graduate School The University of Georgia August 2008 DEDICATION To Veena, Appa, Amma, Arun, Anjali, Daddy, Mommy, Chach, and Viji. I am fortunate to have a list so long! iv ACKNOWLEDGEMENTS This thesis was a long time coming, but hopefully it was worth the wait.
    [Show full text]