Ch 1: What is Game Programming Really Like? Ch 2: What s in a Game? Quiz #1 Discussion
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1 Ch 1: What is Game Programming Really Like? Ch 2: What s in a Game? Quiz #1 Discussion
2 Developing a Game Game Architecture Resources: Chapter 2 (Game Coding Complete)
3 What was your last game architecture like? ò Probably didn t worry about ò efficiency ò Graphics optimization ò Memory optimization ò Why are these important? ò How about modularity of the code? Lesson: many of the engines you work with will optimize for certain scenarios but if you are working on a AAA title that doesn t fit the norm, you will need to override the standard way engines do things.
4 Example Game Architecture Game Logic Game State actions Game View Input/Output Player AI Player over network Game Application Layer Operating System/Hardware Based on Figure 2.1 from Mike McShaffry Game Coding Complete
5 Example Game Architecture Game Logic Game State actions Game View Input/Output Player AI Player over network Game Application Layer Operating System/Hardware Based on Figure 2.1 from Mike McShaffry Game Coding Complete
6 Game Application Layer (usually handled by an Engine) Game Application Layer DEVICES Input Files RAM Time OS Language DLL Threads Network GAME LIFETIME Core Lib Main Loop Init & Shutdown Based on Figure 2.2 from Mike McShaffry Game Coding Complete
7 Game Application Layer (usually handled by an Engine) DEVICES Input Files RAM Time Game Application input devices Layer Did you ever look at a device driver code? Abstraction of input to actions: device driver input -> game actions send game actions to game logic subsystem Based on Figure 2.2 from Mike McShaffry Game Coding Complete
8 Game Application Layer (usually handled by an Engine) DEVICES Input Files RAM Time Game Application Layer loading/saving game state assets loading resource caching memory management Virtual memory use Is memory still an issue? Based on Figure 2.2 from Mike McShaffry Game Coding Complete
9 Game Application Layer (usually handled by an Engine) Game Application Layer DEVICES Input Files RAM Time OS Language DLL Threads Network GAME LIFETIME Core Lib Main Loop Init & Shutdown Based on Figure 2.2 from Mike McShaffry Game Coding Complete
10 Game Application Layer (usually handled by an Engine) Game Application Layer DEVICES Input Files RAM Time OS Language DLL Threads Network GAME LIFETIME Core Lib Main Loop Init & Shutdown Based on Figure 2.2 from Mike McShaffry Game Coding Complete
11 Game Application Layer (usually handled by an Engine) Game Application Layer DEVICES Input Files RAM Time OS Language DLL Threads Network GAME LIFETIME Core Lib Main Loop Init & Shutdown Based on Figure 2.2 from Mike McShaffry Game Coding Complete
12 Game Application Layer (usually handled by an Engine) Game Application Layer GAME LIFETIME Core Lib Main Loop Init & Shutdown Queuing input Tick game logic Keep simulation time Events/Triggers Based on Figure 2.2 from Mike McShaffry Game Coding Complete
13 Game Application Layer (usually handled by an Engine) GAME LIFETIME Core Lib Main Loop Init & Shutdown Init: Game Application Initialize Layer game logic Initialize game views Reset simulation time Handshake network, input devices Shutdown: Memory de-allocation Close files, network, etc. Based on Figure 2.2 from Mike McShaffry Game Coding Complete
14 Example Game Architecture Game Logic Game State actions Game View Input/Output Player AI Player over network Game Application Layer Operating System/Hardware Based on Figure 2.1 from Mike McShaffry Game Coding Complete
15 Game Logic Game Logic Game State & Data Structures Physics Events Process Manager Command Interpreter Based on Figure 2.2 from Mike McShaffry Game Coding Complete
16 Game Logic Game State & Data Structures What are Data Structures? Physics Game Logic Common to Game Design Arrays Events Linked Lists Hash Tables Trees, B-Trees Graphs Stacks and Queues Process Manager Based on Figure 2.2 from Mike McShaffry Game Coding Complete Command Interpreter
17 Game Logic Game Logic Physics Basic physics What does that include? Events Process Manager Collision Why is that important? Command Interpreter Mostly handled by the engine Based on Figure 2.2 from Mike McShaffry Game Coding Complete
18 Game Logic Game Logic Game State & Data Structures Physics Events Process Manager Command Interpreter Based on Figure 2.2 from Mike McShaffry Game Coding Complete
19 Game Logic Game Logic Game State & Data Structures Physics Events Process Manager Command Interpreter Based on Figure 2.2 from Mike McShaffry Game Coding Complete
20 Game Logic Game Logic Game State & Data Structures Physics Events Process Manager Command Interpreter Based on Figure 2.2 from Mike McShaffry Game Coding Complete
21 Example Game Architecture Game Logic Game State actions Game View Input/Output Player AI Player over network Game Application Layer Operating System/Hardware Based on Figure 2.1 from Mike McShaffry Game Coding Complete
22 Game View: Human Game View: Human Display 3D UI Video Audio SFX Music Speech Options Process Manager Input Interpreter Based on Figure 2.3 from Mike McShaffry Game Coding Complete
23 Game View: Human Game View: Human Display 3D UI Video Audio SFX Music Speech Options Process Manager Input Interpreter Based on Figure 2.3 from Mike McShaffry Game Coding Complete
24 Game View: Human Game View: Human Display 3D UI Video Audio SFX Music Speech Options Process Manager Input Interpreter Based on Figure 2.3 from Mike McShaffry Game Coding Complete
25 Game View: Human Game View: Human Display 3D UI Video Audio SFX Music Speech Options Process Manager Input Interpreter Based on Figure 2.3 from Mike McShaffry Game Coding Complete
26 Game View: AI Game View: AI Decision Making Options Process Manager Stimulus Interpreter Based on Figure 2.6 from Mike McShaffry Game Coding Complete
27 Flexibility Game Logic Game State actions Game View Input/Output Player AI Player over network Game Application Layer Operating System/Hardware Based on Figure 2.1 from Mike McShaffry Game Coding Complete
28 What engines have you worked with? Game Engines
29 Components (coding and scripting) ò Libraries, e.g. XNA ò API that you can use ò Need to create the art assets ò Engines, e.g. Unreal Tournament ò Scripting language ò Can create modifications by extending their classes & telling the engine to use your modification instead ò Attach scripts to objects or entities
30 Assets (Art and Design) ò Models and Animation ò Level Design: done in a tool they give you ò Models: typically done in 3Dstudio max or Maya ò Animation: typically done in 3Dstudio max or Maya ò Frames mapped to an animation cycle ò Exported to a game engine format ò Textures ò Music & Audio ò ò ò Composed in MIDI or WAV files 3D audio Interactive audio patterns
31 Architecture of Game Engines Database/Resources: Weapons/Objects Game State Inventory Scene Graph Systems: Character Controller Physics Engine Camera Controller 3D Audio Engine Game Rules Action Handlers Rendering Engine
32 Architecture of Game Engines Database/Resources: Weapons/Objects Game State Inventory Scene Graph Processes and Methods: Character Controller Physics Engine Camera Controller 3D Audio Engine Game Rules Action Handlers Rendering Engine joints and inverse Kinematics Lighting Calculation Project to 2D
33 Architecture of Game Engines Database/Resources: Weapons/Objects Game State Inventory Scene Graph For Controlling bots (AI), navigation Processes and Methods: For Controlling Camera For specifying keyboard directions for user control of Character Controller player Physics Engine Camera Controller 3D Audio Engine In UT3K: Contoller PlayerController Game Camera Rules xplayer AIController Scripted Controller Rendering Engine Bot xbot Action Handlers
34 Architecture of Game Engines Database/Resources: Game State Processes and Methods: Weapons/Objects Inventory For in game physics For Controlling effects In UT3K: Scene Karma Graph Physics Bone rotation collisions Character Controller Physics Engine Camera Controller 3D Audio Engine Game Rules Action Handlers Rendering Engine
35 Architecture of Game Engines Database/Resources: Weapons/Objects Game State Inventory For controlling triggered actions Scene Graph For handling actions, e.g. Processes and Pickup, Methods: firing, etc. In UT3K: Character Triggers Controller Physics Engine Camera Controller WeaponFire xemitter 3D Audio Pickup Engine Game Rules Action Handlers Rendering Engine
36 Assignment #1 Building a simple 2D Game
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