Advanced 3D Visualization for Simulation Using Game Technology
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Game Engine Review
Game Engine Review Mr. Stuart Armstrong 12565 Research Parkway, Suite 350 Orlando FL, 32826 USA [email protected] ABSTRACT There has been a significant amount of interest around the use of Commercial Off The Shelf products to support military training and education. This paper compares a number of current game engines available on the market and assesses them against potential military simulation criteria. 1.0 GAMES IN DEFENSE “A game is a system in which players engage in an artificial conflict, defined by rules, which result in a quantifiable outcome.” The use of games for defence simulation can be broadly split into two categories – the use of game technologies to provide an immersive and flexible military training system and a “serious game” that uses game design principles (such as narrative and scoring) to deliver education and training content in a novel way. This talk and subsequent education notes focus on the use of game technologies, in particular game engines to support military training. 2.0 INTRODUCTION TO GAMES ENGINES “A games engine is a software suite designed to facilitate the production of computer games.” Developers use games engines to create games for games consoles, personal computers and growingly mobile devices. Games engines provide a flexible and reusable development toolkit with all the core functionality required to produce a game quickly and efficiently. Multiple games can be produced from the same games engine, for example Counter Strike Source, Half Life 2 and Left 4 Dead 2 are all created using the Source engine. Equally once created, the game source code can with little, if any modification be abstracted for different gaming platforms such as a Playstation, Personal Computer or Wii. -
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 -
Nethomura Deployment Platform and Networking Middleware Is Still Evolving
Networking Middleware and Online-Deployment Mechanisms for Java-based Games Chris Carter1, Dr Abdennour El Rhalibi1, Prof. Madjid Merabti1, Dr Marc Price2 (1) School of Computing & Mathematical Sciences, Liverpool John Moores University, Byrom Street, Liverpool, L3 3AF, UK [email protected]; [email protected]; [email protected] (2) BBC Research and Development. Kingswood Warren, Tadworth, Surrey, KT20 6NP, UK [email protected] Abstract. Currently, web-based online gaming applications are predominately utilising Adobe Flash or Java Applets as their core technologies. These games are often casual, two- dimensional games and do not utilise the specialist graphics hardware which has proliferated across modern PCs and Consoles. Multi-user online game play in these titles is often either non-existent or extremely limited. Computer games applications which grace the current generation of consoles and personal computers are designed to utilise the increasingly impressive hardware power at their disposal. However, these are commonly distributed using a physical medium or deployed through custom, proprietary networking mechanisms and rely upon platform-specific networking APIs to facilitate multi-user online game play. In order to unify the concepts of these disparate styles of gaming, this paper presents two interconnected systems which are implemented using Java Web Start and JXTA P2P technologies, providing a platform-independent framework capable of deploying hardware accelerated cross-platform, cross-browser online-enabled Java games, as part of the Homura Project. Keywords: Web Technologies, Distributed Systems, Java, Homura, NetHomura, Java Monkey Engine, jME, Java Web Start, Deployment, JXTA, Peer to Peer Networking, P2P Games. -
Topics from Graphics 1
Topics from Graphics 1 Image taken from http://www.felixgers.de/teaching/game/game-modules-talk/GameEngineAndModules.html 1 Synthetic Camera Model Images copied from http://www.cs.unm.edu/~angel/BOOK/INTERACTIVE_COMPUTER_GRAPHICS/SIXTH_EDITION/ART/ 2 Camera Specification Six degrees of freedom Position of center of lens (COP) Orientation Lens – focal length Film size (h,w) Orientation of film plane Images copied from http://www.cs.unm.edu/~angel/BOOK/INTERACTIVE_COMPUTER_GRAPHICS/SIXTH_EDITION/ART/ 3 LookAt Images copied from http://www.cs.unm.edu/~angel/BOOK/INTERACTIVE_COMPUTER_GRAPHICS/SIXTH_EDITION/ART/ 4 Perspective Frustum: a truncated pyramid Images copied from http://www.cs.unm.edu/~angel/BOOK/INTERACTIVE_COMPUTER_GRAPHICS/SIXTH_EDITION/ART/ 5 and slightly modified Using Field of View front plane fovy – angle in up direction aspect = w/h Images copied from http://www.cs.unm.edu/~angel/BOOK/INTERACTIVE_COMPUTER_GRAPHICS/SIXTH_EDITION/ART/ 6 Clipping Just as a real camera cannot “see” the whole world, the virtual camera can only see part of the world or object space Objects that are not within this view volume are said to be clipped out of the scene Images copied from http://www.cs.unm.edu/~angel/BOOK/INTERACTIVE_COMPUTER_GRAPHICS/SIXTH_EDITION/ART/ 7 Projection Projection: from 3D objects to 2D image Perspective projections: all projectors meet at the center of projection Parallel (orthogonal) projection: projectors are parallel, center of projection is replaced by a direction of projection 8 Orthogonal Viewing Images copied from http://www.cs.unm.edu/~angel/BOOK/INTERACTIVE_COMPUTER_GRAPHICS/SIXTH_EDITION/ART/ 9 and slightly modified Texture Mapping Image copied from http://blog.tartiflop.com/2008/11/first-steps-in-away3d-part-3-texture-mapping/ 10 Mapping a Texture A function f(u,v)=(x ,y ,z ) defines (u,v) (u,v) (u,v) the object position of each pixel in the texture, see this. -
Introduction to Jmonkeyengine 3
Introduction to jMonkeyEngine What is jMonkeyEngine? A jME Application Scene graphs Coordinate systems What is jMonkeyEngine? • jME is a game engine made for developers who want to create 3D games and other visualisation applications following modern technology standards • Uses Java and is platform independent. Can deploy to Windows, Mac, Linux, Android and iOS. • OpenSource, non-profit, New BSD License TWi Feb 15 Features of jMonkeyEngine • Has integrated tools to make it easier to create games and applications – Physics integration – Special effects (pre/post processing, particles) – Terrain-, Vegetation-, Water-systems++ – Graphical User Interface – Networking TWi Feb 15 Showcase • http://www.youtube.com/watch? v=eRC9FDin5dA&feature=player_embedded • http://jmonkeyengine.org/showcase/ TWi Feb 15 TWi Feb 15 TWi Feb 15 Why use a high level API? • Faster development process • Not necessary to reinvent the wheel • Provides abstraction from the low level: – Think Objects…. Not vertices – Think content… not rendering process. • Not necessary to tell when to draw, just tell what to draw – Retained mode • This does not mean you do not need to understand what is going on underneath • This is a programming course TWi Feb 15 What does jME do? • Uses OpenGL, and features a modern shader based architecture (GLSL) • Organises your scene with a scene graph data structure • Transformations and mathematics • jME performs rendering optimisations – View frustum culling – State sorting – Batching • jME is single threaded • jME is NOT thread safe. Only modify -
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. -
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. -
Exploring Help Facilities in Game-Making Software
Exploring Help Facilities in Game-Making Software Dominic Kao Purdue University West Lafayette, Indiana [email protected] ABSTRACT impact of game-making, very few empirical studies have been done Help facilities have been crucial in helping users learn about soft- on help facilities in game-making software. For example, in our ware for decades. But despite widespread prevalence of game en- systematic review of 85 game-making software, we find that the gines and game editors that ship with many of today’s most popular majority of game-making software incorporates text help, while games, there is a lack of empirical evidence on how help facilities about half contain video help, and only a small number contain impact game-making. For instance, certain types of help facili- interactive help. Given the large discrepancies in help facility im- ties may help users more than others. To better understand help plementation across different game-making software, it becomes facilities, we created game-making software that allowed us to sys- important to question if different help facilities make a difference tematically vary the type of help available. We then ran a study of in user experience, behavior, and the game produced. 1646 participants that compared six help facility conditions: 1) Text Help facilities can teach users how to use game-making soft- Help, 2) Interactive Help, 3) Intelligent Agent Help, 4) Video Help, ware, leading to increased quality in created games. Through foster- 5) All Help, and 6) No Help. Each participant created their own ing knowledge about game-making, help facilities can better help first-person shooter game level using our game-making software novice game-makers transition to becoming professionals. -
Creación De Un Motor De Videojuegos 2D Multiplataforma De Código Abierto
Trabajo Fin de Grado JAGE (JustAnotherGameEngine): Creación de un motor de videojuegos 2D mu ti! ata"orma de código abierto Autor#es Rub%n Tomás Gracia Director#es Eduardo 'ena (ieto Grado en )ngenier*a )nformática Escue a de )ngenier*a + Ar,uitectura 2-./ Repositorio de la Universidad de Zaragoza – Zaguan http://zaguan.unizar.es Para mi abuelo Juan y mi tío abuelo Mateo, por ser quienes más influyeron en mi interés por los videojuegos Agradecimientos A mi fami ia, !or nunca rechazar mi afición !or os videojuegos2 A mi novia, !or apo+arme siem!re + a+udarme a seguir trabajando. A mis amigos, !or a+udarme en as !ruebas de !royecto. JAGE (JustAnotherGameEngine): !reación de un motor de videojuegos $% multiplataforma de código abierto Resumen 3oy en d*a os videojuegos est&n más !resentes en a vida diaria de o ,ue nunca han estado. 4on mucho más accesib es !ara a gente con !ocos medios0 Asimismo, a e5tensión de a )nformática ha !ropiciado e hecho de ,ue mucha gente ha+a !odido adoptar a !rogramación como hobb+2 Esto ha desencadenado un estal ido en e mundo de os videojuegos0 de gente ,ue !rograma sus !ropios videojuegos con bajo (o ning6n) !resu!uesto !ara uego !ub icar os en )nternet: conocidos como juegos indie0 est&n ahora en su mejor momento. Todo esto ha evado a cabo una retroalimentación !or a ,ue cada ve1 os videojuegos están más ace!tados0 + m&s gente ,uiere hacer su !ropio juego. 'uchas !ersonas no ,uiere un videojuego comercial0 solo e5! otar su ado art*stico en un mundo ,ue disfrutan0 + !or e o cada ve1 han surgido m&s herramientas -
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. -
Digital Home & Entertainment
Digital Home & Entertainment Innovation Report Serious Games: Issues, offer and market Education Training Health Care Information & Communication Defence rd (3 Edition) M11213 – January 2012 Contributors ► Laurent MICHAUD, Head of the Consumer Electronics and Digital Entertainment Practice Laurent conducts studies on consumer electronics, the digital home, video games, music and the related trends: changing uses, new uses and peripherals, technology innovation, piracy, content protection and rights management. Laurent has developed expertise in the field of economic development and capital project engineering. In fact, he is also involved in the studies conducted by IDATE on behalf of local authorities for the formulation of ICT development strategies. He conducts technical and economic analyses for OSEO and incubators on gaming and multimedia content development issues and participates in industry, market and strategic studies on ICTs, television, Internet and video. Laurent is the th instigator of the DigiWorld G@me Summit, whose 10 edition was held in Montpellier in November 17, 2011 during the DigiWorld Summit. This event is organised with the support of the major French and European video game players: SNJV, SELL, ISFE, EGDF, Capital Games, and AFJV. Laurent holds a Master of Economic and Financial Engineering. [email protected] ► Julian ALVAREZ – Véronique ALVAREZ – Damien DJAOUTI www.ludoscience.com Copyright IDATE 2012, BP 4167, 34092 Montpellier Cedex 5, France Tous droits réservés – Toute reproduction, All rights reserved. None of the contents of this stockage ou diffusion, même partiel et par tous publication may be reproduced, stored in a moyens, y compris électroniques, ne peut être retrieval system or transmitted in any form, effectué sans accord écrit préalable de l'IDATE. -
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.