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1 st Semester Project Introduction Mohammad Zikky, M.T

1 st Semester Project Introduction

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1 st Semester Project Introduction. Mohammad Zikky, M.T. Syllabus. Rule of Lecture. Must be attend the class 5 minutes before the lecture is begun. The door will be locked 10 minutes after the lecture is begun Grade Persentation : 20% Quis 30 % UTS 50% UAS. Overall Lecture Topics. - PowerPoint PPT Presentation

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Page 1: 1 st  Semester Project Introduction

1st Semester

Project Introduction

Mohammad Zikky, M.T

Page 2: 1 st  Semester Project Introduction

Syllabus

Page 3: 1 st  Semester Project Introduction

Rule of Lecture Must be attend the class 5 minutes

before the lecture is begun. The door will be locked 10 minutes after

the lecture is begun

Grade Persentation: 20% Quis 30 % UTS 50% UAS

Page 4: 1 st  Semester Project Introduction

Overall Lecture Topics Video Game History Programming Disciplines The Game Implementation Process The Present and the Future of Gaming

4

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What Do You Think Goes Into Developing Games?

Consider a video game you want to build (or, one you like that has been built)

Assume you are inspired (or forced or paid) to engineer the game

Take 3-4 minutes to write a list of the tasks required Chronological or hierarchical, as you wish Include your name and name of game

What do we have?

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Video Game History The Origins The 1960s The 1970s The 1980s The 1990s The 2000s

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History - The OriginsDisputed origins1950s, 1960s,

1970sWilliam

Higinbotham 1958 Entertain guests at

Brookhaven Ntl Lab Oscilloscope & Simple

Computer Tennis For Two

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History - The 1960sTech Model Railroad

Club - MITDeveloped

Spacewar!On a PDP-19KBFirsts for industry:

Game to be shared over a network

Widely available $120,000

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History - The 1960s - PDP-1

Paper tape PDP-1 replica

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PDP-1 Demonstration

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History - The 1960sRalph Baer

Developed a couple of games: Tag Volleyball Ping Pong

Together with Bill Harrison Created the Light Gun

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History - The 1960s - Light Gun How does it work?

Photodiode Senses light on screen

Screen blacks out Diode begins reception Portion of the screen is

painted white - typically the target you are aiming for

If diode senses black then white - hit!

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History - The 1970s1972 - The first

wave of Magnavox Odysseys were sold ~ $100

Quickly sold 100,000

Sales quickly diminished after

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History - The 1970sNolan Bushnell &

Ted Dabney Turn Spacewar! Into a

coin-op arcade machine

1971 - They found a manufacturer in Nutting Associates

Coin-op manufacturer 1,500 machines

To complex!

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History - The 1970sBushnell & Dabney

Leave Nutting Start up a new

company Atari

Simple tennis game Pong ~ $1,200

1972 - First units on sale ~ 8,500 units in first

year ~ 19,000 total

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History - The 1970s Atari reluctantly

decides to test the home market Magnavox Odyssey

Atari sells the idea to Sears $100 version of Pong Sears’ biggest selling

item Home version of Pong

Atari “on the map” Household name

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Magnavox Odyssey Demonstration

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History - The 1970s1972

Steve Jobs joins Atari Technician Exposes Steve

Wozniak to Atari and Pong

They later form Apple in 1976

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History - The 1970s1975

Midway Gun Fight Two firsts in the

industry: First video game to

utilize a microprocessor Intel 8080 Random events

First video game to be imported from Japan

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History - The 1970s 1976

Apple founded Steve Wozniak

Created Breakout Two firsts for the

industry: Software was used to

run a video game Breakout was

programmed in a computer language Previously, machine code

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History - The 1970sNamco

1974 Bought the Japanese

division of Atari 1979

Developed the first color video game Galaxian Instant success

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History - The 1980sPac-Man

Shows the industry two things: Innovation is

important Merchandising!

Cereals TV-Shows T-Shirts…etc

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History - 1980s1985

Nintendo Entertainment System Bundled with Super

Mario Brothers Dominated the North

American market D-pad now became

standard

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History - The 1990sShareware

becomes popular because of: Doom Wolfenstein 3D Demo

First portion of the game

Good way to show off their game

Many companies mimicked id Software

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History - The 1990s 1996

3dfx releases the Voodoo chipset

Quake was among the first to utilize standalone graphics cards

Devoted 3D rendering cards Allowed CPU to handle

other computations

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History - The 1990s3D era

32 bit era brings 2 major consoles to consumers Sega Saturn Sony Playstation

After many delays… Nintendo 64 64 bit system Revolutionary system

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History - The 1990sNintendo 64

1.5 million units sold in three months

Many critically acclaimed games Super Mario 64 Goldeneye 007 The Legend of Zelda:

The Ocarina of Time

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History - The 2000sCurrent Generation

Microsoft XBOX

Nintendo Gamecube

Sony Playstation 2

DVD capability PS2 & XBOX

Backwards compatibility PS2

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Current Generation- HDPopularity of HDTVRed - Green - Blue

Instead of YellowHD offers:

Improved textures Improved character

models Higher pixel count

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Current Generation Microsoft

XBOX 360 HD-DVD

Nintendo Wii Motion sensing

technology Sony

Playstation 3 Playstation 4 Blu-ray

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Current Generation

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Disciplines Game Physics Programmer AI Programmer Graphics Programmer Sound Programmer UI Programmer Input Programmer Network Programmer Game Tools Programmer Porting Programmer Lead Game Programmer

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Disciplines - PhysicsDeveloping the

physics in the gameProcessor cycles

are at a premium Efficiency is key

FPS games typically demand large teams of physics programmers

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Disciplines - AIDevelops the logic that the game usesHas developed into a specialized area as of

latePathfinding, strategy, and enemy tacticsAccording to Game Developer Magazine -

60% of timeReal time strategy and first person shooters

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Disciplines - Graphics Programmers who specialize in

developing and modifying complex 3D graphics

2D graphics abilities are still useful though Cell Phones PDAs

Scarce in industry Demand high salaries

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Disciplines - SoundFull musical scores - been around3D positional sound - recent

First person shooters Programmers try to include the

newest technologies Games with large soundtracks or

advanced audio, demand teams of sound programmers

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Disciplines - User Interface Very important!

Must be intuitive, useful-feature, clean, and easy to use

Most user interfaces are 2D Some interfaces are developed with the

same 3D technology as the rest of the game

Advanced interfaces allow custom scripting

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Disciplines - InputWrites code that

determines how the player will use the input devices Controller Joystick Keyboard & Mouse

Wii controller Motion sensing

technology

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Disciplines - InputProgrammers must

recognize and adhere to controller standards WASD A (X) - accept // next B (triangle) - back //

cancel If standards are not

followed, gamers will be confused

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Disciplines - Network Writes the code that

allows players to play the game on a LAN and or on the internet

Very important in Massively Multiplayer Online (MMO) Latency control is

especially important Programmers cannot

assume all consumers have broadband Must be efficient Might be dial-up gamers

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Disciplines - Game ToolsWrite code to

handle tasks like scripting, converting art, batches, modifying the game and levels

Half-Life 2 Source SDK

Create levels (Hammer)

Facial animations

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Today’s GameTools Alternative2D Games• GameMaker• Multimedia Fusion 2• Construct• Flixel• FlashPunk• Stencyl• Game Salad

3D Games (&2D Games)• Unity• UDK• XNA• BlitzMax• jMonkeyEngine• Torque

First, we wanna try this in workshop..

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Disciplines - Porting Porting is very

important, especially for companies like EA Games available on

almost every platform May involve the tools

programmer to help convert content

Some code may have to be re-written to utilize different hardware

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Disciplines - LeadKeeps the programmers focused,

and on trackQuite often a middle man between

the client and programmersShould have a general base

knowledge of all aspects of the game Sound Graphics Networking Etc.

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The Game Implementation ProcessPrototypingGame DesignLanguageAPI & LibrariesProductionCrunch TimeMaintenance

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Process - Prototyping Very similar to normal applications Test ideas and algorithms Give the customer and early glimpse Early screenshots

Good way to gain early popularity

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Process - LanguageWhat language to

use? Many dependencies

Staff Platform Language of the game

engine

Most popular C++

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Process - API & LibrariesWhich API & Libraries to use?

Tons of libraries out there Sound processing Input Graphics rendering Pathfinding

Also depends on target platform Libraries for PS2 may not be available for

XBOX360 Graphics API?

DirectX OpenGL

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Process - API & Libraries A collection of APIs

Direct3D The 3D graphics API

Not portable Designed specifically for

Microsoft products Pocket PC XBOX Windows

Revised more frequently then OpenGL Utilizes the latest features

of 3D graphics cards

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Process - API & LibrariesPortable 3D API

Easily ported to and from Windows <-> MacOS

<-> Linux

Revised infrequently

OpenGL Tutorial Recommendation: http://www.arcsynthesis.org/gltut/index.html

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Process - Production Bulk of the time Code…code…code Design documents are constantly

changing Lead regularly reports status to

supervisor Develop game tools

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Process - Crunch Time Towards the end of the production phase Productivity is not proportional to extra

hours 2x hours != 2x productivity

Adding extra staff may not increase productivity

Quality decreases as time increases

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Process - Maintenance Console

Pre-current generation - next to impossible Hard drives and online- now possible

Patches and new content PC

Numerous hardware / software combinations Patches are inevitable

MMO Genre Extensive maintenance phase New content is always required

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The Present and the Future of Gaming Multithreaded Gaming HD Gaming Next Generation

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Present & Future - Threading Split up processes Games w/ multiple threads

Run more efficiently on HT or multicore processesors

XBOX 360 and PS3 Multiple processors

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Present & Future – Game InterfaceSmart TVMotion CaptureEtc.

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References Computer and Video Games

http://en.wikipedia.org/wiki/Computer_and_video_games Game Programming

http://en.wikipedia.org/wiki/Game_programming History of Computer and Video Games

http://en.wikipedia.org/wiki/History_of_computer_and_video_games

Game Programmer http://en.wikipedia.org/wiki/Game_programmer

History of Video Game Programming http://everything2.com/index.pl?node_id=1185238

How does the light gun for a video game work? http://www.howstuffworks.com/question273.htm

History of the video game industry http://www.pong-story.com/intro.htm