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0% found this document useful (0 votes)
18 views18 pages

Module - 1 - 2

module - 1_2

Uploaded by

keshiba1238
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Game Engine History

Dr. S. Graceline Jasmine, SCOPE

Vellore Institute of Technology, Chennai


What is a Game?
• Interactive experience that provides the
player with an increasingly challenging
sequence of patterns which he or she
learns and eventually masters
• This includes lots of things, but the core
idea is that the “fun” is experience during
the eureka moment
Games for us
• Focus primarily on 2D and 3D virtual
worlds
• Most of these can be described as soft
real-time agent-based computer
simulations
▫ They are simulations of the real world
using a mathematical model
▫ They are interactive so have at least one
actor or agent
▫ They have loose real-time constraints
What is a game engine
• The term game engine arose in the 1990s
• Doom by id was at the center
▫ The core components were separated from the
game content
• Quake III and Unreal were designed with the
separation in mind
▫ Sold licenses to their engine and tools
▫ So of you may have done modding using these tools
• Game engine are data-driven architectures that
are reusable and therefore do not contain game
content – mostly true
Hydro thunder Engine
• Vector Unit uses a proprietary engine
known as the Vector Engine
• The engine allows for real time
"baking" of assets; when assets are
first run in the game, they are
optimized for that particular platform.
• Visual scripting is used to allow editors
to write scripted events without a
comprehensive understanding of code.
• FMOD is used for audio and Bullet
Physics Library handles all in-game
physics.
Quake III Engine

• Features:
▫ Graphics
▫ Shaders
▫ Video
▫ Models
▫ Dynamic shadows
▫ Sound
▫ Networking
▫ Virtual machine
https://en.wikipedia.org/wiki/Id_
Tech_3
First-person shooters
• Games like Unreal, Half-life, Call of Duty
• Focus on
▫ Efficient rendering of large 3d worlds
▫ Responsive camera control
▫ High-fidelity animations
▫ Cool weapons
▫ Forgiving physics model
• Rendering technology focuses on
optimization for the environment
Third-person games
• Includes games like Ratchet and Clank,
Gears of War
• Focus on
▫ Puzzle like elements
▫ Moving environmental objects
▫ Third person follow camera
▫ Complex camera collision system
Fighting games
• Games like Tekken, Fight Night, and Soul
Calibur
• Technology focus on
▫ Fighting animations
▫ Hit detection
▫ User input system
▫ Crowds
▫ Awesome character animations and shaders
▫ Physics based cloth and hair
Racing games
• Games like Grand Turismo, Mario Kart,
and Hydro Thunder
• Technology tricks include
▫ Using simple cards for background objects
▫ Track is broken down into sectors
▫ Third-person and first person cameras
▫ Camera collision
Real-time strategy
• Games like Warcraft, Starcraft, Age of
Empires
• Technology involves
▫ Low resolution characters
▫ Height map based terrain
▫ Complex goal trees
▫ User interaction can take many forms, but
reactivity is really important
MMOG
• Games like World of Warcraft, Star Wars
Galaxies, EverQuest
• Extra technology over 3rd person include
▫ Server side artifacts for
● Sign in/out
● State management
● Billing
▫ Client side rendering and state management
▫ Network layer for state consistency and cheat detection
Player-authored content
• Allowing the player to build content as
part of the game
▫ Different from Mods
• Good example include
▫ Little Big Planet series
▫ Minecraft
• Fun is in sharing with others
• Simplicity is key
Some current engines
• Quake family
▫ Used to create many games
▫ Has lineage that extends to modern games like Medal of
Honor
▫ Quake and Quake II engines source code are freely
available
• Unreal Engine
▫ Now at UE4
▫ Very rich tool set – Kismet
▫ Large developers network
▫ Good licensing model – good for small developers
More engines
• Unity
▫ Very feature rich
▫ Uses Javascript or C# for scripting
▫ Large community support
▫ Great for cross-platform development
• Source Engine
▫ Games like Half-life 2 and its sequels, Team Fortress 2, and
Portal
▫ Very powerful with good graphics capabilities and a good
toolset
• DICE’s Frostbite
▫ Used to create games like Battlefield 4
▫ FrostEd – asset creation tool
Even more engines
• CryEngine
▫ Originally developed as a demo for Nvidia
▫ Used to develop numerous games – starting with
Far Cry
• Sony PhyreEngine
▫ Uses to create games for the Sony platforms
▫ Numerous titles have been written with this engine
• Microsoft XNA and MonoGame
▫ Based on C# - easy to use
▫ Used for Xbox and PC games
▫ Not longer supported – replaced by MonoGame
2D Engines
• Designed for non-programmers to build
apps for Android and iPhone
• Examples include
▫ Multimedia Fusion 2
▫ Game Salad Creator
▫ Scratch

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