FIT3145 Games Engine Programming Unit Guide Semester 1, 2014
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Audio Middleware the Essential Link from Studio to Game Design
AUDIONEXT B Y A LEX A N D E R B R A NDON Audio Middleware The Essential Link From Studio to Game Design hen I first played games such as Pac Man and GameCODA. The same is true of Renderware native audio Asteroids in the early ’80s, I was fascinated. tools. One caveat: Criterion is now owned by Electronic W While others saw a cute, beeping box, I saw Arts. The Renderware site was last updated in 2005, and something to be torn open and explored. How could many developers are scrambling to Unreal 3 due to un- these games create sounds I’d never heard before? Back certainty of Renderware’s future. Pity, it’s a pretty good then, it was transistors, followed by simple, solid-state engine. sound generators programmed with individual memory Streaming is supported, though it is not revealed how registers, machine code and dumb terminals. Now, things it is supported on next-gen consoles. What is nice is you are more complex. We’re no longer at the mercy of 8-bit, can specify whether you want a sound streamed or not or handing a sound to a programmer, and saying, “Put within CAGE Producer. GameCODA also provides the it in.” Today, game audio engineers have just as much ability to create ducking/mixing groups within CAGE. In power to create an exciting soundscape as anyone at code, this can also be taken advantage of using virtual Skywalker Ranch. (Well, okay, maybe not Randy Thom, voice channels. but close, right?) Other than SoundMAX (an older audio engine by But just as a single-channel strip on a Neve or SSL once Analog Devices and Staccato), GameCODA was the first baffled me, sound-bank manipulation can baffle your audio engine I’ve seen that uses matrix technology to average recording engineer. -
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. -
Advanced 3D Visualization for Simulation Using Game Technology
Proceedings of the 2011 Winter Simulation Conference S. Jain, R. R. Creasey, J. Himmelspach, K. P. White, and M. Fu, eds. ADVANCED 3D VISUALIZATION FOR SIMULATION USING GAME TECHNOLOGY Jonatan L. Bijl Csaba A. Boer TBA B.V. Karrepad 2a 2623 AP Delft, Netherlands ABSTRACT 3D visualization is becoming increasingly popular for discrete event simulation. However, the 3D visu- alization of many of the commercial off the shelf simulation packages is not up to date with the quickly developing area of computer graphics. In this paper we present an advanced 3D visualization tool, which uses game technology. The tool is especially fit for discrete event simulation, it is easily configurable, and it can be kept up to date with modern computer graphics techniques. The tool has been used in several container terminal simulation projects. From a survey under simulation experts and our experience with the visualization tool, we concluded that realism is important for some of the purposes of visualization, and the use of game technology can help to achieve this goal. 1 INTRODUCTION Simulation is the process of designing a model of a concrete system and conducting experiments with this model in order to understand the behavior of the concrete system and/or evaluate various strategies for the operation of the system (Shannon 1975). Although the simulation experiment can produce a large amount of data, the visualization of a simulated system provides a more complete understanding of its behavior. In the visualization, key elements of the system are represented on the screen by icons that dynamically change position, color and shape as the simulation evolves through time (Law and Kelton 2000). -
January 2010
SPECIAL FEATURE: 2009 FRONT LINE AWARDS VOL17NO1JANUARY2010 THE LEADING GAME INDUSTRY MAGAZINE 1001gd_cover_vIjf.indd 1 12/17/09 9:18:09 PM CONTENTS.0110 VOLUME 17 NUMBER 1 POSTMORTEM DEPARTMENTS 20 NCSOFT'S AION 2 GAME PLAN By Brandon Sheffield [EDITORIAL] AION is NCsoft's next big subscription MMORPG, originating from Going Through the Motions the company's home base in South Korea. In our first-ever Korean postmortem, the team discusses how AION survived worker 4 HEADS UP DISPLAY [NEWS] fatigue, stock drops, and real money traders, providing budget and Open Source Space Games, new NES music engine, and demographics information along the way. Gamma IV contest announcement. By NCsoft South Korean team 34 TOOL BOX By Chris DeLeon [REVIEW] FEATURES Unity Technologies' Unity 2.6 7 2009 FRONT LINE AWARDS 38 THE INNER PRODUCT By Jake Cannell [PROGRAMMING] We're happy to present our 12th annual tools awards, representing Brick by Brick the best in game industry software, across engines, middleware, production tools, audio tools, and beyond, as voted by the Game 42 PIXEL PUSHER By Steve Theodore [ART] Developer audience. Tilin'? Stylin'! By Eric Arnold, Alex Bethke, Rachel Cordone, Sjoerd De Jong, Richard Jacques, Rodrigue Pralier, and Brian Thomas. 46 DESIGN OF THE TIMES By Damion Schubert [DESIGN] Get Real 15 RETHINKING USER INTERFACE Thinking of making a game for multitouch-based platforms? This 48 AURAL FIXATION By Jesse Harlin [SOUND] article offers a look at the UI considerations when moving to this sort of Dethroned interface, including specific advice for touch offset, and more. By Brian Robbins 50 GOOD JOB! [CAREER] Konami sound team mass exodus, Kim Swift interview, 27 CENTER OF MASS and who went where. -
Evaluating Game Technologies for Training Dan Fu, Randy Jensen Elizabeth Hinkelman Stottler Henke Associates, Inc
Appears in Proceedings of the 2008 IEEE Aerospace Conference, Big Sky, Montana. Evaluating Game Technologies for Training Dan Fu, Randy Jensen Elizabeth Hinkelman Stottler Henke Associates, Inc. Galactic Village Games, Inc. 951 Mariners Island Blvd., Suite 360 119 Drum Hill Rd., Suite 323 San Mateo, CA 94404 Chelmsford, MA 01824 650-931-2700 978-692-4284 {fu,jensen}@stottlerhenke.com [email protected] Abstract —In recent years, videogame technologies have Given that pre-existing software can enable rapid, cost- become more popular for military and government training effective game development with potential reuse of content purposes. There now exists a multitude of technology for training applications, we discuss a first step towards choices for training developers. Unfortunately, there is no structuring the space of technology platforms with respect standard set of criteria by which a given technology can be to training goals. The point of this work isn’t so much to evaluated. In this paper we report on initial steps taken espouse a leading brand as it is to clarify issues when towards the evaluation of technology with respect to considering a given piece of technology. Towards this end, training needs. We describe the training process, we report the results of an investigation into leveraging characterize the space of technology solutions, review a game technologies for training. We describe the training representative sample of platforms, and introduce process, outline ways of creating simulation behavior, evaluation criteria. characterize the space of technology solutions, review a representative sample of platforms, and introduce TABLE OF CONTENTS evaluation criteria. 1. INTRODUCTION ......................................................1 2. -
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 -
Localization Tools in General Purpose Game Engines: a Systematic Mapping Study
Hindawi International Journal of Computer Games Technology Volume 2021, Article ID 9979657, 15 pages https://doi.org/10.1155/2021/9979657 Review Article Localization Tools in General Purpose Game Engines: A Systematic Mapping Study Marcus Toftedahl Division of Game Development, University of Skövde, Skövde, Sweden Correspondence should be addressed to Marcus Toftedahl; [email protected] Received 31 March 2021; Accepted 5 July 2021; Published 23 July 2021 Academic Editor: Cristian A. Rusu Copyright © 2021 Marcus Toftedahl. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. This paper addresses localization from a game development perspective by studying the state of tool support for a localization work in general purpose game engines. Using a systematic mapping study, the most commonly used game engines and their official tool libraries are studied. The results indicate that even though localization tools exists for the game engines included in the study, the visibility, availability, and functionality differ. Localization tools that are user facing, i.e., used to create localization, are scarce while many are tool facing, i.e., used to import localization kits made outside the production pipeline. 1. Introduction tions or specific corporate entities handling functions such as marketing or distribution. This is not always the case with “The world is full of different markets and cultures and, to indie game development, where Pereira and Bernardes [7] maximize profits™[sic], nowadays games are released in sev- note that the structure of indie development is more flexible, eral languages. -
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. -
Unity Game Development Engine: a Technical Survey
(c University of Sindh Journal of Information and Communication Technology (USJICT) Volume 4, Issue 2, July 2020 ISSN-E: 2523-1235, ISSN-P: 2521-5582 © Published by University of Sindh, Jamshoro Website: http://sujo.usindh.edu.pk/index.php/USJICT/ Unity Game Development Engine: A Technical Survey Afzal Hussain1, Haad Shakeel1, Faizan Hussain1, Nasir Uddin1, and Turab Latif Ghouri1 1Department of Computer Science, Faculty of Engineering Science and Technology (FEST), Hamdard University Karachi, Pakistan [email protected], [email protected], [email protected], [email protected], and [email protected] Abstract: Paper aims to develop relevant understanding and knowledge about the Unity game development engine for the better conception of the people allied with the IT sector. The main audience targeted in this paper are those who are from a non-technical and technical background and due to the augmentation of technology, they want to pursue their careers in game development. Moreover, in this paper, qualitative research methods have been adopted. It is found that Unity is a smart and active game development platform that is playing an operative role nowadays. Different industries are inspired by Unity that may impact positively such as in career growth, job opportunities, and in other regards. Unity comes with many benefits; it is an easy and simple platform to learn game development and is a powerful tool that is preferred by professionals. Keywords: Unity, Information Technology, Benefits, Game Development, and Challenges. I. INTRODUCTION B. Research Paper Objectives Unity has been developed under the umbrella of Unity- 1. To examine the benefits of Unity game development Technologies that is a cross-platform game engine released engine. -
[Learning] Games
TOOLS FOR [LEARNING] GAMES Prepared by Marc Prensky. Updated November 18, 2004 Thanks to Steven Drucker, Bob Bramucci, and others. Note: not a complete list; will change over time. Please send corrections and additions to [email protected] FREE (OR CLOSE) COST $ Adventure Game Studio: Adventure Maker: www.adventuremaker.com Templates http://www.adventuregamestudio.co.uk/ BlitzPlus (2D) www.blitzbasic.com Adventure game engines (Spiderweb) Certification Templates (Games2train): www.spiderweb.com www.games2train.com Frame Discovery School: Flying Buffalo www.flyingbuffalo.com/teacher.htm Games http://puzzlemaker.school.discovery.com/ Game Show Pro (Learningware): Flash Games: http://flashgames.umn.edu/ www.learningware.com GameMaker: Games Factory (Clickteam): www.clickteam.com Game www.cs.uu.nl/people/markov/gmaker/index.html MindRover (Cogni-Toy): www.mindrover.com Makers Hot Potatoes (Half-Baked): Quandary (Half-Baked): http://web.uvic.ca/hrd/halfbaked/ www.halfbakedsoftware.com/quandary.php Simple 2D PPT Jeopardy: In “Awesome Game Creation” Book QuestPro: www.axeuk.com/quest/ Peril: www.teachopolis.org/arcade/index.html Simple Games: www.babrown.com Engines Personal Educational Press:: Stagecast Creator: www.stagecast.com www.educationalpress.org/educationalpress/ Play-by-mail: www.pbm.com/~lindahl/pbm_list/email.html Rapunsel: www.maryflanagan.com/rapunsel Savie Frame-Games (Canada) www.savie.qc.ca/CarrefourJeux/fr/accueil.htm Storyharp: www.kurtz-fernhout.com/StoryHarp/ Thiagi: www.thiagi.com/freebies-and- goodies.html Word Junction -
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