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Monkey Game Development Beginner's Guide
Monkey Game Development Beginner's Guide Create monetized 2D games deployable to almost any platform wnload from Wow! eBook <www.wowebook.com> o Michael Hartlef D BIRMINGHAM - MUMBAI Monkey Game Development Beginner's Guide Copyright © 2012 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 2012 Production Reference: 1130412 Published by Packt Publishing Ltd. Livery Place 35 Livery Street Birmingham B3 2PB, UK. ISBN 978-1-84969-203-8 www.packtpub.com Cover Image by J.Blaminsky ([email protected]) Credits Author Project Coordinator Michael Hartlef Alka Nayak Reviewers Proofreader Nikolas Kolm Aaron Nash Meri Morganov Indexer Acquisition Editor Hemangini Bari Kartikey Pandey Graphics Lead Technical Editor Manu Joseph Shreerang Deshpande Production Coordinator Technical Editors Melwyn D'Sa Apoorva Bolar Arun Nadar Cover Work Melwyn D'Sa Priyanka S Copy Editor Brandt D'Mello About the Author Michael Hartlef has been into game development for a long long time, starting in 1984, at the early age of 18, with this great hobby called developing computer games, on the Commodore C64. -
Blinding Silence a Sound-Based Puzzle Game Interactive Media and Game Development
Project Number: RL1-P009 Blinding Silence A Sound-Based Puzzle Game Interactive Media and Game Development A Major Qualifying Project Report submitted to the faculty of WORCESTER POLYTECHNIC INSTITUTE In partial fulfillment of the requirements for the Degree of Bachelor of Science by Ryan Bedell Elliot Borenstein Drew Hickcox Lukas Wong-Achorn Advised by Professor Jennifer deWinter Professor Robert W. Lindeman Abstract for the development of Blinding Silence: A Sound Based Puzzle Game By Ryan Bedell, Elliot Borenstein, Drew Hickcox, Lukas Wong-Achorn This is an Interactive Media and Game Development Major Qualifying Project report, focusing on the state and development of a video game based on Terathon’s C4 Engine. The game, titled Blinding Silence, is a single player game with a unique sound-based visual aesthetic and Wiimote-based control scheme. This document discusses the state, development, and original design of the game Blinding Silence. Blinding Silence has a unique control scheme that uses two Wiimotes and an infrared LED headset for in- game navigation. The game also has a unique visual design where every noise makes a burst of light, allowing players to “see” sound. Through these the player solves physical puzzles. The player controls a blind man with a mysterious staff he uses as a cane. The world has been taken over by darkness, with people endlessly repeating the same task forever. The man discovers he can influence people with sound and begins uncovering the chain of events that led to the catastrophe. Blinding Silence has a visual style indentified by its sound-based lighting. Models are viewed in silhouette, which removes the importance of textures and increases the importance of models. -
Game Engines
3/16/10 Game Engines Technical Game Development II Professor Charles Rich Computer Science Department [email protected] IMGD 4000 (D 10) 1 Pedagogical Goal . Your technical skills should not be tied to any particular game engine . Just like your programming skills should not be tied to any particular programming language . Use the best tools for each job . ... or the tools you were given IMGD 4000 (D 10) 2 1 3/16/10 Definition 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, OO Game Dev.] . But this class is about “the technical content” ! IMGD 4000 (D 10) 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 mo. or 2 yr. ?) • platform constraints (e.g., Flash ?) • other factors (e.g., sequel ?) . Most games commonly built today with some sort of “engine layer” IMGD 4000 (D 10) 4 2 3/16/10 Types of Engine Architectures (Roughly) . Monolithic (e.g., Unreal Engine) . Modular (e.g., C4 Engine) . Tool Kit (e.g., jME) IMGD 4000 (D 10) 5 Monolithic Engines (e.g., Unreal) . “old style”--typically grew out of specific game . tend to be genre-specific . difficult to go beyond extensions/modifications not anticipated in (e.g., scripting) API . proven, comprehensive capabilities IMGD 4000 (D 10) 6 3 3/16/10 Modular Engines (e.g., C4) . “modern”--often developed by game engine company . use object-oriented techniques for greater modularity . -
Game Creation Blueprint What You Need to Know to Build Your Own Games
1 Terms and Conditions LEGAL NOTICE The Publisher has strived to be as accurate and complete as possible in the creation of this report, notwithstanding the fact that he does not warrant or represent at any time that the contents within are accurate due to the rapidly changing nature of the Internet. While all attempts have been made to verify information provided in this publication, the Publisher assumes no responsibility for errors, omissions, or contrary interpretation of the subject matter herein. Any perceived slights of specific persons, peoples, or organizations are unintentional. In practical advice books, like anything else in life, there are no guarantees of income made. Readers are cautioned to reply on their own judgment about their individual circumstances to act accordingly. This book is not intended for use as a source of legal, business, accounting or financial advice. All readers are advised to seek services of competent professionals in legal, business, accounting and finance fields. You are encouraged to print this book for easy reading. 2 Table of Contents Foreword Chapter 1: Game Creation Basics Chapter 2: What Tools Are Needed? Chapter 3: 2D Game Creation Software Chapter 4: 3D Game Creation Software Chapter 5: Game Modification Chapter 6: Building a Game on a Social Site 3 Foreword Video gaming can be a very entertaining experience for many people. Sometimes you will notice that hours have gone by while you are playing. If you are a person who enjoys playing video games you may want to consider creating your own video game. The market for video games continuously expands. -
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. -
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 . -
The Personal Interaction Panel
Scenegraphs and Engines Scenegraphs Application Scenegraph Windows/Linux OpenGL Hardware Vienna University of Technology 2 Scenegraphs Choosing the right libraries is a difficult process Very different target applications Different capabilities Underlying Graphics APIs Needs to fit the content pipeline Important for application development Not important for research (though convenient) Vienna University of Technology 3 Content Pipeline Choosing the right libraries is a difficult process Very different target applications Different capabilities Underlying Graphics APIs/Operating Systems Needs to fit the content pipeline Important for application development Not important for research (though convenient) Vienna University of Technology 4 Typical Content Pipeline We need: Content creation tools Exporters Scenegraph/ Engine MechAssault 2 content pipeline Vienna University of Technology 5 DCC tools Only “real” open source option: Blender Everything you need for Game/Movie production Modelling/Rigging Animation Rendering/Compositing Contains complete game engine+editor Fully integrated with UI Immense feature list causes steep learning curve! Vienna University of Technology 6 Blender Vienna University of Technology 7 Blender Vienna University of Technology 8 Wings3D Easy to use subdivion surface modeller Vienna University of Technology 9 Textures Gimp: Full featured image editing Vienna University of Technology 10 Scenegraphs/Engines Scenegraphs deal with Rendering Engines deal with Rendering Physics AI Audio Game logic … Vienna University of -
Game2learn: Building a Compiler Into a Game Engine to Increase Learning Gains in Computer Science Students
i GAME2LEARN: BUILDING A COMPILER INTO A GAME ENGINE TO INCREASE LEARNING GAINS IN COMPUTER SCIENCE STUDENTS by Amanda Chaffin A thesis submitted to the faculty of The University of North Carolina at Charlotte in partial fulfillment of the requirements for the degree of Master of Science in Computer Science Charlotte 2009 Approved by: Dr. Tiffany Barnes Dr. G. Michael Youngblood Dr. Jamie Payton ii ©2009 Amanda Brook Chaffin ALL RIGHTS RESERVED iii ABSTRACT AMANDA BROOK CHAFFIN. Game2learn: building a compiler into a game engine to increase learning gains in computer science students. (Under the direction of DR. TIFFANY BARNES) Increasingly, games are being developed for use inside the classroom and work environments as a learning tool for students and employees in a variety of disciplines. Since its inception in 2005, the Game2Learn group has been dedicated to the idea that games can be used to teach introductory computer science concepts to introductory students. The games developed by the group have always been driven by the need to increase student motivation and engagement in the computer science class, which is critical to gaining and retaining computer science students. The games built prior to this thesis were all rapid prototype games which, while showing learning gains and improved attitudes toward educational games for computing, did not allow the students to write actual code in the game environment, depending instead of code metaphors such as a magic code fairy that students input for loop numbers into the program (Wu’s Castle), a drag and drop pseudo code interface (Saving Sera), and instruction through dialogue trees (StormHaven 2 and The Tournament). -
Pembuatan Aplikasi 3D Viewer Mobile Dengan Menggunakan Teknologi Virtual Reality (Studi Kasus: Perobekan Bendera Belanda Di Hotel Majapahit)
JURNAL TEKNIK POMITS Vol. 2, No. 2, (2013) ISSN: 2337-3539 (2301-9271 Print) A-397 Pembuatan Aplikasi 3D Viewer Mobile dengan Menggunakan Teknologi Virtual Reality (Studi Kasus: Perobekan Bendera Belanda di Hotel Majapahit) Berta Sihite, Febriliyan Samopa, dan Nisfu Asrul Sani Jurusan Sistem Informasi, Fakultas Teknologi Informasi, Institut Teknologi Sepuluh Nopember (ITS) Gedung FTIf, Kampus ITS Sukolilo, Surabaya 60111 E-mail: [email protected] Abstrak—Peristiwa kemerdekaan Indonesia umumnya dapat Para siswa yang mendapat pelajaran sejarah di bangku dilihat melalui film atau video, Namun kualitas yang didapat sekolah juga banyak yang belum mengerti terhadap ilmu juga tidak sebagus saat ditayangkan pertama kali. Pembelajaran sejarah itu sendiri padahal setiap pelajaran itu penting sejarah di sekolah yang ditekankan juga adalah metode dipelajari.Seperti yang dikatakan oleh Dr. Kuntowijoyo dalam menghafal maka tidak jarang banyak siswa yang tidak bukunya Pengantar Ilmu Sejarah mengatakan bahwa “Orang menyenangi pelajaran tersebut. Berdasarkan kajian tersebut, tidak akan belajar sejarah kalau tidak ada gunanya. penulis akan membuat aplikasi berisi peristiwa sejarah yang dibuat secara virtual dan mirip dengan peristiwa nyatanya Kenyataannya bahwa sejarah terus ditulis orang, di semua sehingga pengguna dapat mengerti peristiwa sejarah yang peradaban dan di sepanjang waktu, sebenarnya cukup menjadi terjadi di Hotel Majapahit Surabaya (Hotel Yamato) secara jelas bukti bahwa sejarah itu perlu” [1]. tanpa banyak menghafal serta dapat membantu memahami Selain itu, menurut hasil jajak pendapat yang dilakukan peristiwa kemerdekaan dengan ilustrasi yang lebih menarik. oleh Kompas pada April 2010, hampir seluruh (90,6%) Penulis akan menggunakan teknologi Virtual Reality dan responden setuju bahwa pembelajaran sejarah di sekolah teknologi tiga dimensi(3D). -
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 ........................................................................................................................................ -
BAA 3D Game Design 12
BAA 3D Game Design 12 District Name: Coquitlam District Number: 43 Developed by: Mike Schoenhals, Lisa Mulzet, & Jodey Udell Date Developed: March 1st, 2012 School Name: Heritage Woods Secondary, Centennial Secondary, Gleneagle Secondary Principal’s Name: Mr. Ken Cober Board/Authority Approval Date: Board/Authority Signature: Course Name: 3D Game Design 12 Grade Level of Course: Grade 12 Number of Course Credits: 4 credits Number of Hours of Instruction: 100 hours Prerequisite(s): None. It would be advantageous for students to have a background in 3D design, digital arts, and programming. Special Training, Facilities or Equipment Required: A computer lab with software for both 3D modelling and game design is required. The instructor should have training with a 3D modelling software package and a compatible 3D Game Design platform. Course Synopsis: 3D Game Design is a ‘how to’ course designed to teach the fundamental philosophies of game design and apply them in a hands-on manner using a step-by-step process. For students, the majority of their class time in this course will be dedicated to the applied creation of their own working 3D game. Rationale: 3D Game Design and its various related fields of work are viable occupations for students in BC. A course like this gives students an experience in this field prior to committing to a post-secondary program. With the emergence of free and inexpensive software tools, schools can offer this course in a budget conscious manner. Organizational Structure: Unit/Topic Title Time Unit 1 Introduction to 3D Game Design & Planning 10 Hours Unit 2 Modelling for Game Design 20 Hours Unit 3 Colour and Texture for 3D Models 10 Hours Unit 4 Rigging Models 5 Hours Unit 5 Animation for 3D Game Sprites 10 Hours Unit 6 Level Design 30 Hours Unit 7 Introduction to Scripting & Programming 10 Hours Unit 8 Testing and Publishing a 3D Game 5 Hours Total Hours 100 Hours Unit/Topic/Module Descriptions: Unit 1: Introduction To 3D Game Design & Planning (10 hours) 1. -
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.