Game Engine for Serious Games
Upcoming SlideShare
Loading in...5
×
 

Game Engine for Serious Games

on

  • 3,945 views

Introduction to basic architecture of Game Engine with focus on Game engine and Image Generator.

Introduction to basic architecture of Game Engine with focus on Game engine and Image Generator.

Statistics

Views

Total Views
3,945
Views on SlideShare
3,916
Embed Views
29

Actions

Likes
5
Downloads
129
Comments
1

2 Embeds 29

http://www.slideshare.net 24
http://www.linkedin.com 5

Accessibility

Upload Details

Uploaded via as Microsoft PowerPoint

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
  • Thanks for the like Diego
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment

Game Engine for Serious Games Game Engine for Serious Games Presentation Transcript

  • Game Engine for Serious Games
    An Overview by
    Flt Lt KashifShamaun
  • What are Serious Games
    A game designed for a primary purpose other than pure entertainment. The word “serious“ is generally appended to refer products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, religion, and politics.
  • Examples
  • Basic Components of Game Visuals
    Game Engine aka Rendering Engine
    Image Generator the hardware
    Visual Database
  • +
    +
    ->
    ->
    Visual Database
    Image Generator
    Controls
    Graphics Engine
    Display
    =
    Serious Game
  • +
    +
    ->
    ->
    Visual Database
    Image Generator
    Controls
    Graphics Engine
    Display
    =
    Serious Game
  • +
    +
    ->
    ->
    Controls
    Display
    Game Visuals
    =
    Serious Game
  • Game Engine
    Component I
  • Game Engine
    Controls the presentation of game world
    Geometry and Texture
    3D Sound
    Simulation (i.e. Physics)
    AI
    Network Traffic
    Environment
    Multiplayer
  • What is there in Game World
    Environment Physics
    Model Physics
    Object Physics
    AI
    Terrain
    3D Models
    3D Sound
    Texture
  • Geometry & Textures
    Terrain
    3D Models
  • Satellite Images + DEM = Terrain
    Terrain
    DEM
    Satellite Images
  • How Terrain Looks Like
  • 3D Models
    Poly Model
    Shaded Model
    Textured Model
  • 3D Sound
  • 3D Sound
    3D audio
    Sounds are part of the scene graph
    Each sound has a geometric location
    Dolby Pro Logic and Dolby Digital
    “5.1” channels:
    2 main, center, 2 rear surround, subwoofer
  • Simulation or Physics Engine
    Models behavior in game world
    Collision detection
    FDM in case of Flight Simulator
  • Artificial Intelligence
    Design of intelligent agents where an intelligent agent is a system that perceives its environment and takes actions which maximize its chances of success.
    Computer generated forces or enemies
  • Network Traffic
    Synchronize game clients
    Game world is a distributed database
    Scene graph derived from game world
    Industry standards
    HLA (High Level Architecture)
    CIGI (Common Image Generator Interface)
    DIS (Distributed Interface Simulation)
  • Environment
    Visibility range
    Cloud layers, solid or variable patchiness
    Wet & snow-covered surfaces
    Thunderstorm cell, lightning flash & bolt
    Volumetric ground & patchy fog
    Sea states 0 through 9
  • Multiplayer
    Multiplayer on LAN or WAN
  • Game engine operations
    The Game Engine generates an image from models.
    Converts 3D models into 2D images.
  • Scene Graph
  • Rendering Stages
  • Rendering Process
  • Image Generator
    Component II
  • Typical IGs
  • Serious Games’ IG
  • IG Architecture
  • Modern Graphics Hardware
    Pipelining
    Number of stages
    Parallelism
    Number of parallel processes
    Parallelism + pipelining
    Number of parallel pipelines
    1
    2
    3
    1
    2
    3
    1
    2
    3
    1
    2
    3
    1
    2
    3
  • Performance parameters
    Caching
    Update Rate
    Display resolution
  • Gen Lock & Frame Lock
    Genlock & frame Lock is a technique where the video output of one source, or a specific reference signal, is used to sync other picture sources together. 
  • Anisotropic Filtering
    It is a method of enhancing the image quality of textures on surfaces that are at oblique viewing angles with respect to the camera.
  • Light point capacity
    The number of light points that can be handled.
  • Levels of detail (LOD)
    LODs are sets of models that represent the same object or terrain area with varying degrees of complexity
  • Levels of detail (LOD)
  • Antialiasing
    Antialiasing, as the name suggests, is a technique used to combat an effect known as aliasing.
  • Addressable moving objects
    The number of moving or animated models per frame.
  • Blend zones and Alpha transparency level
    Alpha blending is the process of combining a translucent foreground color with a background color, thereby producing a new blended color.
    The number of alpha blending in a frame is blend zones.
    Alpha transparency level is the level of transparency that can be handled.
  • z-Buffer
    Itis the management of image depth coordinates in three-dimensional (3-D) graphics
    It is designed to improve efficiency by selectively choosing which elements in a scene need to be rendered
  • Iteration rate
    The "physics" iterations performed every second.
  • Polygonal capacity
    The polygon capacity of an image generator is most often expressed in polygons per second.
    The polygons per second number is divided by any frame rate to yield the polygons in each image. 
  • Other Features
    Output modes
    Number of channels
    Database Type Supported
  • The secret to good IG
    Maximize

    Optimize

  • References
    Presages Creator Manuals
    “Game Hardware and Engines” by J. Scott Hofmann
    www.wikipedia.org
    www.gamedev.net
    “Game Development All in One” by Bruno Miguel Teixeira de Sousa
    Quantum 3D IG brochures
    Medellin 6000 brochure
    Images from www.google.com and www.bing.com search engines
    “3D Engines in games” by Author: Michal Valient
    “Introduction to Graphics Hardware and GPUs” by Yannick and Tom