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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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1st 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 Video Game History Programming Disciplines The Game Implementation Process The Present and the Future of Gaming
4
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?
5
Video Game History The Origins The 1960s The 1970s The 1980s The 1990s The 2000s
History - The OriginsDisputed origins1950s, 1960s,
1970sWilliam
Higinbotham 1958 Entertain guests at
Brookhaven Ntl Lab Oscilloscope & Simple
Computer Tennis For Two
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
History - The 1960s - PDP-1
Paper tape PDP-1 replica
PDP-1 Demonstration
History - The 1960sRalph Baer
Developed a couple of games: Tag Volleyball Ping Pong
Together with Bill Harrison Created the Light Gun
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!
History - The 1970s1972 - The first
wave of Magnavox Odysseys were sold ~ $100
Quickly sold 100,000
Sales quickly diminished after
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!
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
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
Magnavox Odyssey Demonstration
History - The 1970s1972
Steve Jobs joins Atari Technician Exposes Steve
Wozniak to Atari and Pong
They later form Apple in 1976
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
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
History - The 1970sNamco
1974 Bought the Japanese
division of Atari 1979
Developed the first color video game Galaxian Instant success
History - The 1980sPac-Man
Shows the industry two things: Innovation is
important Merchandising!
Cereals TV-Shows T-Shirts…etc
History - 1980s1985
Nintendo Entertainment System Bundled with Super
Mario Brothers Dominated the North
American market D-pad now became
standard
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
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
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
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
History - The 2000sCurrent Generation
Microsoft XBOX
Nintendo Gamecube
Sony Playstation 2
DVD capability PS2 & XBOX
Backwards compatibility PS2
Current Generation- HDPopularity of HDTVRed - Green - Blue
Instead of YellowHD offers:
Improved textures Improved character
models Higher pixel count
Current Generation Microsoft
XBOX 360 HD-DVD
Nintendo Wii Motion sensing
technology Sony
Playstation 3 Playstation 4 Blu-ray
Current Generation
Disciplines Game Physics Programmer AI Programmer Graphics Programmer Sound Programmer UI Programmer Input Programmer Network Programmer Game Tools Programmer Porting Programmer Lead Game Programmer
Disciplines - PhysicsDeveloping the
physics in the gameProcessor cycles
are at a premium Efficiency is key
FPS games typically demand large teams of physics programmers
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
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
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
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
Disciplines - InputWrites code that
determines how the player will use the input devices Controller Joystick Keyboard & Mouse
Wii controller Motion sensing
technology
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
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
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
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..
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
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.
The Game Implementation ProcessPrototypingGame DesignLanguageAPI & LibrariesProductionCrunch TimeMaintenance
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
Process - LanguageWhat language to
use? Many dependencies
Staff Platform Language of the game
engine
Most popular C++
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
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
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
Process - Production Bulk of the time Code…code…code Design documents are constantly
changing Lead regularly reports status to
supervisor Develop game tools
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
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
The Present and the Future of Gaming Multithreaded Gaming HD Gaming Next Generation
Present & Future - Threading Split up processes Games w/ multiple threads
Run more efficiently on HT or multicore processesors
XBOX 360 and PS3 Multiple processors
Present & Future – Game InterfaceSmart TVMotion CaptureEtc.
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