Computer/Video Game Development Karen Petersen Lead Gameplay Programmer Telltale Games.
Video Games Development
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Transcript of Video Games Development
![Page 1: Video Games Development](https://reader037.fdocuments.in/reader037/viewer/2022102816/55be77a2bb61ebc85a8b464b/html5/thumbnails/1.jpg)
VIDEO GAMES TECHNOLOGYhow it’s made
by Vladyslav Kurmaz
June 2015, December 2014
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about speaker 6 years – GAME DEVELOPMENT 4 years – INDUSTRIAL 3D
video
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about speaker
AN-148 avia-simulator
Paintball editorpet project
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my top 3 games
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INCEPTION
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what is game. why do we play it.based on
• curiosity
• entertainment
• escape from reality
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non-entertainment domains
Achitectural visualizationAvia simulatorsIndustrial 3DMedicineGamification
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team, rolesGame publisher
Game designer
2D artist
Art director
Lead programmerGraphic programmer
3D ModelerAnimatorFX artist
Sound programmerPhysics programmerAI programmerScript programmer
Network programmerGame testerSound maker
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roadmap / workflowWe were an “Agile” before it became main stream
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DEEP DIVE
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high-level structure
input
render one frame
network sync (client) update
network sync (server)
Game is an infinity loop
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high-level structureFinite State Machine
Mainmenu
Loading
GameSettings
Createserver
Connect
Single-player
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timing (FPS – frames per second)
input syncupdate
physics soundbroadcast render
logic/ai
one frame
t1 t2
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game entity
pbe demo
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GRAPHICS
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Renders DirectX OpenGL HTML canvas/WebGL Platform specific rendering
Everything is triangles and Textures and Lightning and Shaders
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Render - viewport
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Render - input data
float position[3] float normal[3] unsigned int color float texel [2] …
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render - pipeline
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shaders
GLSL, HLSL vertex shader pixel shader geometry shader tessellation shader
Microprogram which runs directly on GPU
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lightning ambient point spot directional self-illuminated
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FX particle system motion trail decal
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animation - mesh/morph
high accuracy very expensive
data storing
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animation - skeletal
good for body animation
requires less data storage
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animation - motion capture
AoA demo
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LODs & MipMaps
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user interface
left,top
right,bottom
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PHYSICS
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Object :shapepositionorientationvelocitymassfrictionelasticity…
scene, static & dynamic
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collision detection & collision response
Complexity :O(n^2)O(n log(n))
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cloth simulation
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spatial partitioning
havok, newton, bullet, physx, etc.demo
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SOUND
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sound (music, ambient, 3d)
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Listener :position
orientationvelocity
Sound :positionvelocity
sound scene
OpenAL, Squall, BASS, Fmod, etc.
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• Chorus• Compression• Distortion• Echo• Environmental
Reverberation• Flange• Gargle• Parametric Equalizer• Waves Reverberation
sound FX
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NETWORK
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c1
c2
c3
serverserver
server
c1 c2 c3
c1
c2
c3
input
input
input
collect info from clients update send new positions
build-in, standalone server
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INPUT
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input devices
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pressedreleasedtoggle
swipetwo-finger scrolltap to zoometc.
• Control state• Message queue
button, axis, gesture
immediate vs buffered
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SCRIPTING
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game logic
Lua, Python, JS, C#, Cint, etc.
engine
scripts• setup/test game without engine rebuild
• reuse engine
APIsupdate
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AIShould be repeatabilityNo neural networksKISSPath findingSensors
video
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OVERVIEW
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game engines, cross-platform development• Unreal• Unity• Popcap game engine• …
• Editor• Presets• Scripting• Debug
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NEXT STEPS
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resources, hacker space
gamedev.netgamasutra.comgamedev.rudtf.rusiggraph.org
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THANK YOUquestions