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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
Game Engine for Serious Games

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Game Engine for Serious Games

  • 1. Game Engine for Serious Games An Overview by Flt Lt KashifShamaun
  • 2. 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.
  • 4. Basic Components of Game Visuals Game Engine aka Rendering Engine Image Generator the hardware Visual Database
  • 5. + + -> -> Visual Database Image Generator Controls Graphics Engine Display = Serious Game
  • 6. + + -> -> Visual Database Image Generator Controls Graphics Engine Display = Serious Game
  • 7. + + -> -> Controls Display Game Visuals = Serious Game
  • 9. Game Engine Controls the presentation of game world Geometry and Texture 3D Sound Simulation (i.e. Physics) AI Network Traffic Environment Multiplayer
  • 10. What is there in Game World Environment Physics Model Physics Object Physics AI Terrain 3D Models 3D Sound Texture
  • 11. Geometry & Textures Terrain 3D Models
  • 12. Satellite Images + DEM = Terrain Terrain DEM Satellite Images
  • 14. 3D Models Poly Model Shaded Model Textured Model
  • 16. 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
  • 17. Simulation or Physics Engine Models behavior in game world Collision detection FDM in case of Flight Simulator
  • 18. 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
  • 19. 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)
  • 20. 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
  • 22. Game engine operations The Game Engine generates an image from models. Converts 3D models into 2D images.
  • 30. 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
  • 31. Performance parameters Caching Update Rate Display resolution
  • 32. 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. 
  • 33. 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.
  • 34. Light point capacity The number of light points that can be handled.
  • 35. Levels of detail (LOD) LODs are sets of models that represent the same object or terrain area with varying degrees of complexity
  • 37. Antialiasing Antialiasing, as the name suggests, is a technique used to combat an effect known as aliasing.
  • 38. Addressable moving objects The number of moving or animated models per frame.
  • 39. 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.
  • 40. 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
  • 41. Iteration rate The "physics" iterations performed every second.
  • 42. 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. 
  • 43. Other Features Output modes Number of channels Database Type Supported
  • 44. The secret to good IG Maximize  Optimize 
  • 45. 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