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1 GETTING STARTED WITH VIDEOGAME DEVELOPMENT JUNIOR ROJAS GRUPO AVATAR PUCP TABLE OF CONTENTS Game Engines Rendering Collision Detection Physics Artificial Intelligence Scripting Game Editors Building a game in Unity GAME ENGINES Reusability Data-driven architecture Genre-specific? General-purpose? Game Engine Architecture, Jason Gregory (2009) GAME ENGINES Game assets (graphics, sounds, scripts, etc.) Game engine Game RENDERING Low-level APIs: OpenGL, Direct3D High-level APIs: Ogre3D, Flash display list, Panda3D scene graph, Unity scenes, etc. Panda 3D Manual: Cheat Sheets www.panda3d.org/manual/index.php/Cheat_Sheets RENDERING Movie-quality rendering in real-time. The Butterfly Effect www. unity3d.com/promo/butterfly
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GAME ENGINES - Universidad Católica San Pablo · • Often found as part of physics engines • Real-time processing • Discrete vs Continuous GameEngineArchitecture, Jason Gregory

Oct 18, 2018

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Page 1: GAME ENGINES - Universidad Católica San Pablo · • Often found as part of physics engines • Real-time processing • Discrete vs Continuous GameEngineArchitecture, Jason Gregory

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GETTING STARTED WITH VIDEOGAME DEVELOPMENT

J U N I O R R O J A S G R U P O AVA T A R P U C P

TABLE OF CONTENTS

•  Game Engines •  Rendering •  Collision Detection •  Physics •  Artificial Intelligence •  Scripting •  Game Editors •  Building a game in Unity

GAME ENGINES

•  Reusability •  Data-driven architecture •  Genre-specific? General-purpose?

Game Engine Architecture, Jason Gregory (2009)

GAME ENGINES

Game assets (graphics, sounds, scripts, etc.)

Game engine

Game

RENDERING

•  Low-level APIs: OpenGL, Direct3D •  High-level APIs: Ogre3D, Flash display list,

Panda3D scene graph, Unity scenes, etc.

Panda 3D Manual: Cheat Sheets www.panda3d.org/manual/index.php/Cheat_Sheets

RENDERING

•  Movie-quality rendering in real-time.

The Butterfly Effect www. unity3d.com/promo/butterfly

Page 2: GAME ENGINES - Universidad Católica San Pablo · • Often found as part of physics engines • Real-time processing • Discrete vs Continuous GameEngineArchitecture, Jason Gregory

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COLLISION DETECTION

•  Often found as part of physics engines •  Real-time processing •  Discrete vs Continuous

Game Engine Architecture, Jason Gregory (2009)

Tunneling

COLLISION DETECTION

•  Bounding Volumes: •  AABB •  OBB •  Spheres

•  Spatial partitioning: •  Uniform grids •  BSPs •  Quadtrees •  Octrees •  kd-trees

Quadtree

Game Engine Architecture, Jason Gregory (2009)

PHYSICS

•  Classical mechanics •  Rigid bodies, joints, ragdolls •  Box2D, Nape •  ODE, Bullet, Havok, PhysX •  Character Controllers

Ragdoll simulation with Box2D

Unity’s Character Controller

ARTIFICIAL INTELLIGENCE

•  NPCs, playable characters •  Finite-state machines •  Pathfinding

Warcraft III, Blizzard

ARTIFICIAL INTELLIGENCE

•  A* algorithm •  Data structures for pathfinding •  Navigation meshes •  Waypoints / point graphs •  Grid Graphs

•  Path smoothing

Navigation Mesh with A* Pathfinding Project for

Unity

A* Pathfinding Project http://arongranberg.com/astar/

SCRIPTING

•  Game-specific rules •  Avoid recompiling the whole engine •  Unity: •  Mono: C#, UnityScript, Boo

Page 3: GAME ENGINES - Universidad Católica San Pablo · • Often found as part of physics engines • Real-time processing • Discrete vs Continuous GameEngineArchitecture, Jason Gregory

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GAME EDITORS UNITY

•  Cross-platform 3D game engine •  2D is also possible •  PhysX •  Mono: C#, UnityScript, Boo •  Scene editor •  Supports many standard asset

formats