This document provides an overview of a real-time strategy (RTS) game project built using the Sephy Engine. It includes summaries of the map tool, unit balancing tool, and battle system, as well as descriptions of the engine architecture and frameworks. The project utilizes an isometric tile-based map tool, unit attributes for ship balancing, and systems for camera, units, fleets, and fog of war in battles. Recent work focuses on additional features like fleet systems, aircraft carriers, and random weather events.
Built for performance: the UIElements Renderer – Unite Copenhagen 2019Unity Technologies
In this technical talk, we will describe the science behind the UIElements rendering system, built from the ground up for retained-mode UI. It uses every CPU/GPU trick in the book to render thousands of different elements onscreen in a fraction of a millisecond, all on one thread. This powerful UI performance and optimization tool also supports complex features like clipping and vector graphics, even on low-end devices.
Speaker: Wessam Bahnassi – Unity
Watch the session on YouTube: https://youtu.be/zeCdVmfGUN0
BitSquid Tech: Benefits of a data-driven renderertobias_persson
BitSquid Tech is a data-driven game engine developed by BitSquid that aims to provide flexibility and fast iteration. Key aspects include supporting hot-reloading of content, utilizing multi-core processors, and having multiple specialized tools instead of a single large editor. The data-driven renderer uses a JSON configuration file to define the entire rendering pipeline, including resources, layers, and resource generators for post-processing, allowing the pipeline to vary dramatically between projects or hardware while remaining high-level and hot-reloadable. This provides significant benefits for flexibility, experimentation, and scaling to different hardware.
The document discusses various techniques for implementing animation in computer games. It begins by outlining the goals of animation and then describes different technical approaches like cel animation, billboards with animated textures, rigid hierarchical animation, vertex animation, and skinned animation. It also covers related topics like using animation for data compression, blending animations, physics-based animation, and the role of animation in artificial intelligence for games.
In this presentation we discuss the need to decouple game code and game data in current games. Viewing games as
data-independent, data-processing systems can empower the designer and artist to easily add new content and to
experiment and fine-tune the game mechanics potentially leading to better and more expandable games. To put the
discussion into context we present the way we have structured the data-driven system in Space Debris and the flexibility it
provided during level design.
This document discusses parallelizing the game engine for Conqueror's Blade to take advantage of multi-core CPUs. It describes converting the engine to use an entity-component-system architecture and a job system with a job queue to parallelize tasks like physics, animation, particles and scripting. Case studies are provided on optimizing specific subsystems like using PhysX tasks, splitting animation work by actor, and classifying particle jobs. The goal is to maximize scaling and user experience on modern multi-core processors.
Built for performance: the UIElements Renderer – Unite Copenhagen 2019Unity Technologies
In this technical talk, we will describe the science behind the UIElements rendering system, built from the ground up for retained-mode UI. It uses every CPU/GPU trick in the book to render thousands of different elements onscreen in a fraction of a millisecond, all on one thread. This powerful UI performance and optimization tool also supports complex features like clipping and vector graphics, even on low-end devices.
Speaker: Wessam Bahnassi – Unity
Watch the session on YouTube: https://youtu.be/zeCdVmfGUN0
BitSquid Tech: Benefits of a data-driven renderertobias_persson
BitSquid Tech is a data-driven game engine developed by BitSquid that aims to provide flexibility and fast iteration. Key aspects include supporting hot-reloading of content, utilizing multi-core processors, and having multiple specialized tools instead of a single large editor. The data-driven renderer uses a JSON configuration file to define the entire rendering pipeline, including resources, layers, and resource generators for post-processing, allowing the pipeline to vary dramatically between projects or hardware while remaining high-level and hot-reloadable. This provides significant benefits for flexibility, experimentation, and scaling to different hardware.
The document discusses various techniques for implementing animation in computer games. It begins by outlining the goals of animation and then describes different technical approaches like cel animation, billboards with animated textures, rigid hierarchical animation, vertex animation, and skinned animation. It also covers related topics like using animation for data compression, blending animations, physics-based animation, and the role of animation in artificial intelligence for games.
In this presentation we discuss the need to decouple game code and game data in current games. Viewing games as
data-independent, data-processing systems can empower the designer and artist to easily add new content and to
experiment and fine-tune the game mechanics potentially leading to better and more expandable games. To put the
discussion into context we present the way we have structured the data-driven system in Space Debris and the flexibility it
provided during level design.
This document discusses parallelizing the game engine for Conqueror's Blade to take advantage of multi-core CPUs. It describes converting the engine to use an entity-component-system architecture and a job system with a job queue to parallelize tasks like physics, animation, particles and scripting. Case studies are provided on optimizing specific subsystems like using PhysX tasks, splitting animation work by actor, and classifying particle jobs. The goal is to maximize scaling and user experience on modern multi-core processors.
This document provides techniques for optimizing games for the PlayStation platforms. It discusses case studies from Motorstorm: Arctic Edge including using lower polygon counts and LOD for landscapes. It also covers maintaining framerate on PS3 through dynamic resolution and reducing GPU load. The document emphasizes optimizing for the PS3's multi-core architecture including offloading tasks to SPUs like physics and using the SPUs to assist the GPU with tasks like post-processing.
Forts and Fights Scaling Performance on Unreal Engine*Intel® Software
1. The document outlines profiling tools and techniques for optimizing game performance in Unreal Engine 4, including tools for profiling CPU, GPU, memory, and content.
2. It provides guidance on using tools like the profiler, stat commands, VTune, rendering stats, and view modes to identify optimization opportunities for issues like animation updates, materials, lighting, culling.
3. The document highlights recent improvements in Unreal Engine 4.19 like improved cloth simulation and worker thread scaling that can enhance performance.
Accelerate Game Development and Enhance Game Experience with Intel® Optane™ T...Intel® Software
The document discusses findings from using Intel Optane technology for game development. It describes how Optane SSDs improved performance by allowing for faster and more efficient parallel processing, multithreading, and streaming of large files during gameplay. Developers saw benefits like faster loading times, smoother streaming, and more efficient exporting and copying of large files and datasets. Rendering a fluid dynamics simulation with over 1 billion particles was accelerated from 17 hours to 6.3 hours by using an Optane SSD.
World of Tanks* 1.0+: Enriching Gamers Experience with Multicore Optimized Ph...Intel® Software
World of Tanks has been optimized for modern multicore CPUs and enriched with improved graphics and physics. The game now uses Threading Building Blocks for multithreaded rendering and physics simulations like destructions and tank treads. Destructions use Havok for high quality simulation of object destruction across CPU cores. The improved tank treads use a spring chain simulation for realistic shapes and collisions with the environment. Concurrent rendering separates work into command lists across subsystems and a separate thread handles graphics API calls.
Sixth chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Understanding how to drive final character animation poses through animation blueprints and blend spaces
- Learning how to configure, combine and play sound assets
- Understanding the modular nature of particle effects in Unreal Engine
Getting Space Pirate Trainer* to Perform on Intel® GraphicsIntel® Software
The document discusses optimizations made to the VR game Space Pirate Trainer to improve performance when running on Intel graphics. Through tools like Intel GPA, optimizations were identified including simplifying shaders, removing dynamic lights and post-processing effects, lowering resolution and upscaling, and improving rendering order. These changes resulted in performance increasing from 12 FPS to 60 FPS, allowing the game to run well on mainstream PCs with Intel graphics.
This article contains information about performance optimization of Unity3D games for android. Different solutions provided both for CPU and GPU. Also here you can find methodology which will help you to detect performance problems, analyze them and perform appropriate optimization.
A set of mobile game optimization best practices. This presentation extensively covers PowerVR series of GPUs from Imagination Technologies and iOS, however the majority of recommendations can be applied to other GPUs and mobile operating systems.
Custom SRP and graphics workflows - Unite Copenhagen 2019Unity Technologies
The document discusses custom graphics workflows used in the game "Battle Planet - Judgement Day". It describes how a custom Scriptable Render Pipeline (SRP) was implemented to render the spherical planets with matcaps and indirect lighting. Key aspects summarized include using multiple passes for lighting and shadows, shader libraries for shared lighting code, and stateless systems for decals and projectiles to improve performance.
Game engines have long been in the forefront of taking advantage of the ever increasing parallel compute power of both CPUs and GPUs. This talk is about how the parallel compute is utilized in practice on multiple platforms today in the Frostbite game engine and how we think the parallel programming models, hardware and software in the industry should look like in the next 5 years to help us make the best games possible
Mobile Cloud Computing for Games - Gamelet Anand Bhojan
In recent years, cloud computing services have been increasing in greater pace. High penetration rate of mobile devices and resource limited devices escalate the demand for cloud services further. Even though the cloud industry continues to grow exponentially, the cloud gaming service has been left behind due to the limitations in today's technology. There are three well known reasons for the slower growth - latency, server scalability (esp. bandwidth) and lack of game data at client side to use latency hiding and synchronisation techniques such as Dead-reckoning. In this paper, we propose a novel distributed micro-cloud infrastructure with a next generation device called Gamelet to mitigate the limitations in traditional cloud system for multiplayer cloud gaming on resource limited mobile devices. The paper also investigates the opportunities, issues and possible solutions for Gamelet infrastructure for mobile games with a demonstrable prototype.
Here are some slides I created to help my sons and their friend select CPU and GPU/Card for their Gaming Computer. I spend a lot of time talking about different CPUs and some of my intuition on the efficiency of different CPUs
How we optimized our Game - Jake & Tess' Finding Monsters AdventureFelipe Lira
Presentation I gave at Unite Boston 2015. I'll cover a few techniques we used to optimize our Unity mobile game - Jake & Tess' Finding Monsters Adventure
This document contains a list of commands that can be run to access various programs and utilities in Windows. It includes commands to access programs like Control Panel, Calculator, Notepad, as well as system tools like Disk Management, Event Viewer, Task Manager, and IP Configuration utilities.
infoShare 2013: Adam Frańczak - Techniki optymalizacyjne w UDK/ UE3Infoshare
Adam Frańczak / Playsoft
Techniki optymalizacyjne w UDK/UE3.
Prezentacja z konferencji infoShare 2013 w Gdańsku.
Presented at infoShare 2013 conference in Gdańsk, Poland.
GDC 2010 - A Dynamic Component Architecture for High Performance Gameplay - M...Terrance Cohen
This presentation will detail a dynamic component architecture used in the Resistance franchise to represent aspects of entity and systems' behavior. This component system addresses several weaknesses of the traditional game object model for high-performance gameplay, particularly in multi-threaded or multi-processor environments. Dynamic components are allocated and deallocated on-demand from efficient memory pools, and the system provides a convenient framework for running updates in parallel and on different processors such as SPUs. The system can be layered on top of a traditional game object model, so a codebase can gradually migrate to this new architecture. The presentation will discuss motivations and goals of the system as well as implementation details.
The document discusses initial design considerations for game architecture. It covers partitioning problems, creating interfaces between partitions, managing overall structure and flow, and interfacing with the environment. Key points include controlling complexity, ensuring best practices, consistency, predictability, and reuse. The document also discusses game and hardware abstraction, the problem domain, tiered architecture, use of middleware, tokenization of game elements and states, and best practices for game architecture design.
Lecture 02: Layered Architecture of Game Engine | GAMES104 - Modern Game Engi...Piccolo Engine
Follow us
YouTube: https://www.youtube.com/@piccoloengine
Website: https://games104.boomingtech.com/
WeChat Official Accounts: games104
GitHub: https://github.com/BoomingTech/Piccolo
Lecture 02: Layered Architecture of Game Engine | GAMES104 - Modern Game Engine: Theory and Practice
This course will introduce the system architecture, technical points, and engine system-related knowledge involved in modern game engines. Through this course, you can build a comprehensive and complete understanding of game engines. If your hands-on ability is strong enough, you will be able to follow the course and build a complete mini-game engine from 0 to 1. This course is suitable for students in related professional fields, researchers, and anyone interested in game engine design and development.
The document provides an overview of the PlayStation Vita hardware and software capabilities for developers. It describes the Vita's high resolution screen, quad core processor, and powerful GPU. The document highlights key differentiational aspects like the dual analog sticks, touch screen, cameras, and motion sensors. It also summarizes libraries, tools, and middleware to simplify development, including facial recognition, augmented reality, and location-based services. Graphics are rendered using tile-based deferred rendering to efficiently manage on-chip memory and hidden surface removal.
Supersize your production pipe enjmin 2013 v1.1 hdslantsixgames
The document discusses a presentation on optimizing a game studio's production pipeline. It introduces the speaker, Paul Simon Martin from Slant Six Games, and discusses how production pipelines have evolved over time. Key aspects of optimizing the pipeline that are covered include infrastructure for asset storage, automated building and testing, content authoring tools, data conversion processes, and metrics tracking. The goal is to minimize iteration times and latency throughout the entire process.
This document provides techniques for optimizing games for the PlayStation platforms. It discusses case studies from Motorstorm: Arctic Edge including using lower polygon counts and LOD for landscapes. It also covers maintaining framerate on PS3 through dynamic resolution and reducing GPU load. The document emphasizes optimizing for the PS3's multi-core architecture including offloading tasks to SPUs like physics and using the SPUs to assist the GPU with tasks like post-processing.
Forts and Fights Scaling Performance on Unreal Engine*Intel® Software
1. The document outlines profiling tools and techniques for optimizing game performance in Unreal Engine 4, including tools for profiling CPU, GPU, memory, and content.
2. It provides guidance on using tools like the profiler, stat commands, VTune, rendering stats, and view modes to identify optimization opportunities for issues like animation updates, materials, lighting, culling.
3. The document highlights recent improvements in Unreal Engine 4.19 like improved cloth simulation and worker thread scaling that can enhance performance.
Accelerate Game Development and Enhance Game Experience with Intel® Optane™ T...Intel® Software
The document discusses findings from using Intel Optane technology for game development. It describes how Optane SSDs improved performance by allowing for faster and more efficient parallel processing, multithreading, and streaming of large files during gameplay. Developers saw benefits like faster loading times, smoother streaming, and more efficient exporting and copying of large files and datasets. Rendering a fluid dynamics simulation with over 1 billion particles was accelerated from 17 hours to 6.3 hours by using an Optane SSD.
World of Tanks* 1.0+: Enriching Gamers Experience with Multicore Optimized Ph...Intel® Software
World of Tanks has been optimized for modern multicore CPUs and enriched with improved graphics and physics. The game now uses Threading Building Blocks for multithreaded rendering and physics simulations like destructions and tank treads. Destructions use Havok for high quality simulation of object destruction across CPU cores. The improved tank treads use a spring chain simulation for realistic shapes and collisions with the environment. Concurrent rendering separates work into command lists across subsystems and a separate thread handles graphics API calls.
Sixth chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Understanding how to drive final character animation poses through animation blueprints and blend spaces
- Learning how to configure, combine and play sound assets
- Understanding the modular nature of particle effects in Unreal Engine
Getting Space Pirate Trainer* to Perform on Intel® GraphicsIntel® Software
The document discusses optimizations made to the VR game Space Pirate Trainer to improve performance when running on Intel graphics. Through tools like Intel GPA, optimizations were identified including simplifying shaders, removing dynamic lights and post-processing effects, lowering resolution and upscaling, and improving rendering order. These changes resulted in performance increasing from 12 FPS to 60 FPS, allowing the game to run well on mainstream PCs with Intel graphics.
This article contains information about performance optimization of Unity3D games for android. Different solutions provided both for CPU and GPU. Also here you can find methodology which will help you to detect performance problems, analyze them and perform appropriate optimization.
A set of mobile game optimization best practices. This presentation extensively covers PowerVR series of GPUs from Imagination Technologies and iOS, however the majority of recommendations can be applied to other GPUs and mobile operating systems.
Custom SRP and graphics workflows - Unite Copenhagen 2019Unity Technologies
The document discusses custom graphics workflows used in the game "Battle Planet - Judgement Day". It describes how a custom Scriptable Render Pipeline (SRP) was implemented to render the spherical planets with matcaps and indirect lighting. Key aspects summarized include using multiple passes for lighting and shadows, shader libraries for shared lighting code, and stateless systems for decals and projectiles to improve performance.
Game engines have long been in the forefront of taking advantage of the ever increasing parallel compute power of both CPUs and GPUs. This talk is about how the parallel compute is utilized in practice on multiple platforms today in the Frostbite game engine and how we think the parallel programming models, hardware and software in the industry should look like in the next 5 years to help us make the best games possible
Mobile Cloud Computing for Games - Gamelet Anand Bhojan
In recent years, cloud computing services have been increasing in greater pace. High penetration rate of mobile devices and resource limited devices escalate the demand for cloud services further. Even though the cloud industry continues to grow exponentially, the cloud gaming service has been left behind due to the limitations in today's technology. There are three well known reasons for the slower growth - latency, server scalability (esp. bandwidth) and lack of game data at client side to use latency hiding and synchronisation techniques such as Dead-reckoning. In this paper, we propose a novel distributed micro-cloud infrastructure with a next generation device called Gamelet to mitigate the limitations in traditional cloud system for multiplayer cloud gaming on resource limited mobile devices. The paper also investigates the opportunities, issues and possible solutions for Gamelet infrastructure for mobile games with a demonstrable prototype.
Here are some slides I created to help my sons and their friend select CPU and GPU/Card for their Gaming Computer. I spend a lot of time talking about different CPUs and some of my intuition on the efficiency of different CPUs
How we optimized our Game - Jake & Tess' Finding Monsters AdventureFelipe Lira
Presentation I gave at Unite Boston 2015. I'll cover a few techniques we used to optimize our Unity mobile game - Jake & Tess' Finding Monsters Adventure
This document contains a list of commands that can be run to access various programs and utilities in Windows. It includes commands to access programs like Control Panel, Calculator, Notepad, as well as system tools like Disk Management, Event Viewer, Task Manager, and IP Configuration utilities.
infoShare 2013: Adam Frańczak - Techniki optymalizacyjne w UDK/ UE3Infoshare
Adam Frańczak / Playsoft
Techniki optymalizacyjne w UDK/UE3.
Prezentacja z konferencji infoShare 2013 w Gdańsku.
Presented at infoShare 2013 conference in Gdańsk, Poland.
GDC 2010 - A Dynamic Component Architecture for High Performance Gameplay - M...Terrance Cohen
This presentation will detail a dynamic component architecture used in the Resistance franchise to represent aspects of entity and systems' behavior. This component system addresses several weaknesses of the traditional game object model for high-performance gameplay, particularly in multi-threaded or multi-processor environments. Dynamic components are allocated and deallocated on-demand from efficient memory pools, and the system provides a convenient framework for running updates in parallel and on different processors such as SPUs. The system can be layered on top of a traditional game object model, so a codebase can gradually migrate to this new architecture. The presentation will discuss motivations and goals of the system as well as implementation details.
The document discusses initial design considerations for game architecture. It covers partitioning problems, creating interfaces between partitions, managing overall structure and flow, and interfacing with the environment. Key points include controlling complexity, ensuring best practices, consistency, predictability, and reuse. The document also discusses game and hardware abstraction, the problem domain, tiered architecture, use of middleware, tokenization of game elements and states, and best practices for game architecture design.
Lecture 02: Layered Architecture of Game Engine | GAMES104 - Modern Game Engi...Piccolo Engine
Follow us
YouTube: https://www.youtube.com/@piccoloengine
Website: https://games104.boomingtech.com/
WeChat Official Accounts: games104
GitHub: https://github.com/BoomingTech/Piccolo
Lecture 02: Layered Architecture of Game Engine | GAMES104 - Modern Game Engine: Theory and Practice
This course will introduce the system architecture, technical points, and engine system-related knowledge involved in modern game engines. Through this course, you can build a comprehensive and complete understanding of game engines. If your hands-on ability is strong enough, you will be able to follow the course and build a complete mini-game engine from 0 to 1. This course is suitable for students in related professional fields, researchers, and anyone interested in game engine design and development.
The document provides an overview of the PlayStation Vita hardware and software capabilities for developers. It describes the Vita's high resolution screen, quad core processor, and powerful GPU. The document highlights key differentiational aspects like the dual analog sticks, touch screen, cameras, and motion sensors. It also summarizes libraries, tools, and middleware to simplify development, including facial recognition, augmented reality, and location-based services. Graphics are rendered using tile-based deferred rendering to efficiently manage on-chip memory and hidden surface removal.
Supersize your production pipe enjmin 2013 v1.1 hdslantsixgames
The document discusses a presentation on optimizing a game studio's production pipeline. It introduces the speaker, Paul Simon Martin from Slant Six Games, and discusses how production pipelines have evolved over time. Key aspects of optimizing the pipeline that are covered include infrastructure for asset storage, automated building and testing, content authoring tools, data conversion processes, and metrics tracking. The goal is to minimize iteration times and latency throughout the entire process.
BGE is an open-source C++ game engine framework for teaching component-based game development. It uses OpenGL for 3D graphics rendering and libraries like GLEW, GLM, SDL, Bullet and FMOD. Everything in BGE is a component that extends the base GameComponent class. GameComponents can have children components and update/draw in a hierarchy. This allows reusable and flexible game object creation through composition of components rather than inheritance.
GDC 2010 - A Dynamic Component Architecture for High Performance GameplayTerrance Cohen
Delivered at GDC Canada 2010, this presentation detailed a dynamic component architecture used in the Resistance franchise to represent aspects of entity and systems' behavior. This component system addresses several weaknesses of the traditional game object model for high-performance gameplay, particularly in multi-threaded or multi-processor environments. The system can be layered on top of a traditional game object model, so a codebase can gradually migrate to this new architecture.
Maximize Your Production Effort (English)slantsixgames
This document discusses how to maximize production efficiency through efficient content authoring tools and pipelines for inter-studio asset development. It covers topics like infrastructure, content authoring, data conversion, game runtime considerations, and asset sharing. The key recommendations are to identify and reduce latency throughout the production pipeline, automate processes as much as possible, prioritize tool and workflow improvements, and treat outsourcing partners like internal team members to maximize output.
This document provides an overview of Cocos2D, an open source framework for building 2D games and other interactive applications. It discusses Cocos2D's scene graph structure, principal classes like CCNode and CCDirector, use of sprites and actions, and tools for working with Cocos2D like TexturePacker. It also compares building games with Cocos2D on iOS versus Android and introduces Cocos2D-X for cross-platform development and Cocos2D-HTML5 for web games.
Second chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Getting familiar with the Unreal Level Editor
- Learning how to bind and handle player keyboard and mouse input
- Understanding character movement properties and functions
The document discusses the process of game development including the roles of different team members such as producers, publishers, designers, artists, programmers, and testers. It also describes common game engines and their core functionality like rendering, physics simulation, and scripting languages. Game engines allow games to be developed for different platforms and provide middleware components.
Unreal Engine Basics 01 - Game FrameworkNick Pruehs
First chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Getting familiar with Unreal Engine as a technology, framework and toolset
- Learning the basics about writing Unreal Engine C++ code
Шлигін Олександр “Розробка ігор в Unity загальні помилки” GameDev Conference ...Lviv Startup Club
The document outlines common mistakes made in Unity game development projects. It covers mistakes in planning, development, asset settings, programming, CPU performance, GPU performance, and UI performance. Some key mistakes mentioned include lack of proper planning, not using version control or caching servers effectively, inefficient asset settings, unnecessary CPU usage from scripts, overdraw and complex shaders on mobile, and poorly optimized UI.
(GAM402) Deploying a Low-Latency Multiplayer Game Globally: Loadout | AWS re:...Amazon Web Services
This is a deep-dive straight into the guts of running a low-latency multiplayer game, such as a first-person shooter, on a global scale. We dive into architectures that enable you to split apart your back-end APIs from your game servers, and Auto Scale them independently. See how to run game servers in multiple AWS regions such as China and Frankfurt, and integrate them with your central game stack. We'll even demo this in action, using AWS CloudFormation and Chef to deploy Unreal Engine game servers. In the second half, hear from PlayFab, who built the backend for the Top-10 free-to-play PC shooter Loadout. PlayFab reveals details about their architecture, including AWS Elastic Beanstalk setup, Amazon DynamoDB and Amazon RDS patterns, data sharding, and use of multiple Availability Zones. Finally, PlayFab highlights challenges they faced when deploying to AWS China, and how they solved them.
Game engines provide a software framework for developing games across multiple platforms. They include components like a rendering engine for graphics, a physics engine, tools for in-game sound, scripting, artificial intelligence, networking and more. Popular commercial game engines like Unity and Unreal Engine are used widely by developers to build games efficiently. The rendering engine converts 3D models to 2D images using the GPU, while the physics engine simulates real-world phenomena through calculations from the CPU. Scripting is also important for programming game logic and artificial intelligence. Overall, game engines aim to deliver a unified development platform for creators.
The document provides an introduction to 2D game development with Unity. It discusses key Unity concepts such as scenes, game objects, components and scripts. It then demonstrates how to build a basic 2D platformer game in Unity, including creating a player character, allowing movement with scripts, adding animations, developing platforms, and enabling jumping. The document recommends resources for further learning Unity and 2D game development.
Bringing Supernatural Thriller, "Oxenfree" to Nintendo SwitchUnity Technologies
In this intermediate session, you'll find out what Night School Studio learned from their plunge into the Nintendo Switch delivering their debut branching-narrative adventure game, "Oxenfree," in just a few months with a single programmer using Unity. The studio's lead engineer, Bryant Cannon, will cover tips and tricks for getting the most out of the Nintendo Switch's innovative design features. He will also guide you on how to prepare for the Nintendo Switch early in the development process and how to avoid common technical speed bumps.
Bryant Cannon - Night School Studio
Air Hockey Game with Google Cloud + NodeJS + NginX + Socket.io + HTML5
you can see gitlab repository: http://git.matthewlab.com/root/remote-web-airhockey
Planet-HTML5-Game-Engine is HTML5 Game Engine for Mobile Devices. This slide presents a few V8 Javascript engine specific techniques to get better performance for this game engine on mobile chrome browser.
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
leewayhertz.com-AI in predictive maintenance Use cases technologies benefits ...alexjohnson7307
Predictive maintenance is a proactive approach that anticipates equipment failures before they happen. At the forefront of this innovative strategy is Artificial Intelligence (AI), which brings unprecedented precision and efficiency. AI in predictive maintenance is transforming industries by reducing downtime, minimizing costs, and enhancing productivity.
Letter and Document Automation for Bonterra Impact Management (fka Social Sol...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on automated letter generation for Bonterra Impact Management using Google Workspace or Microsoft 365.
Interested in deploying letter generation automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
Trusted Execution Environment for Decentralized Process MiningLucaBarbaro3
Presentation of the paper "Trusted Execution Environment for Decentralized Process Mining" given during the CAiSE 2024 Conference in Cyprus on June 7, 2024.
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
Digital Marketing Trends in 2024 | Guide for Staying AheadWask
https://www.wask.co/ebooks/digital-marketing-trends-in-2024
Feeling lost in the digital marketing whirlwind of 2024? Technology is changing, consumer habits are evolving, and staying ahead of the curve feels like a never-ending pursuit. This e-book is your compass. Dive into actionable insights to handle the complexities of modern marketing. From hyper-personalization to the power of user-generated content, learn how to build long-term relationships with your audience and unlock the secrets to success in the ever-shifting digital landscape.
Ivanti’s Patch Tuesday breakdown goes beyond patching your applications and brings you the intelligence and guidance needed to prioritize where to focus your attention first. Catch early analysis on our Ivanti blog, then join industry expert Chris Goettl for the Patch Tuesday Webinar Event. There we’ll do a deep dive into each of the bulletins and give guidance on the risks associated with the newly-identified vulnerabilities.
Generating privacy-protected synthetic data using Secludy and MilvusZilliz
During this demo, the founders of Secludy will demonstrate how their system utilizes Milvus to store and manipulate embeddings for generating privacy-protected synthetic data. Their approach not only maintains the confidentiality of the original data but also enhances the utility and scalability of LLMs under privacy constraints. Attendees, including machine learning engineers, data scientists, and data managers, will witness first-hand how Secludy's integration with Milvus empowers organizations to harness the power of LLMs securely and efficiently.
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2. Contents
• Sephy Engine ------------------------------------------------------------------ 3
• Map Tool [Isometric Based] ------------------------------------ 26
• Unit Tool [Unit Balancing Tool] ----------------------------- 33
• Battle ------------------------------------------------------------------------------------------ 37
• Project Review ---------------------------------------------------------------- 53
• Reference ----------------------------------------------------------------------------- 54
Comment
이 프로젝트의 동영상은 Reference에 Youtube 링크로 첨부되어 있습니다.
[This Project Video Link is written on reference page at last slide page]
이 문서에는 프로젝트에 대한 모든 내용이 담겨져 있지는 않습니다.
4. Sephy Engine
•Engine Spec
- Direct9 + Win32 Based(used C, C++)
- File System Support
- TXT Data Parser Support
- 2D Collision Physics Support
- 2D Graphics Support
- Single Frame - MultiThread Worker Support
•Engine Architecture
- Main Framework
- Engine System
- Game Code
- Support Code(Utility Method)
•Engine Run Logics
- Engine System
§ Engine Boot System
§ Main System
- MainFrame Load
- Game Code Run
5. Engine Spec
•Direct9 Based + Win32 API
- C, C++ Language
- Win32 - x86
- Direct9
•File System
- Auto Read File In Resources Folder
- Auto Read Designated Extension File
- Write File Support - Designated Extension File
•TXT Data Parser Support
- *.txt extension File Read/Write
- Automatic parsing data Files like XML Format
6. Engine Spec
•2D Sprite Graphics System
- Image / Texture Manager Class
- Automatic Upload Texture To Device
- Alpha Blending (used 24bit:ARGB) Support
•2D Collision Physics Support
- Entity Class
- Collision Type
§ BOX
§ ROTATED_BOX
§ CIRCLE
§ PIXEL
- Different Collision Type Intersect Check Support
§ ex) circle to box collision
- Collision Type is Designated Based Own Sprite
Image Basically
7. Engine Architecture
•Single Frame - MultiThread Worker Support
- Game (Scene) Class Update Architecture
§ Game Initialize(First Call - Only One Time)
§ Update Thread
§ AI Thread
§ Collision Thread
§ RenderGame(Last Call)
Update
AI
Collision
Game
Game Thread
Create
Each Frame
Render
Game Thread
Join
8. Engine Architecture
- Engine System MultiThread Architecture
§ Engine Sub 4 Thread
§ ex) auto worker = Engine.GetWorkerThread();
worker->( myFunction );
§ Each Sub Thread Works Some Fuctions by Designated
Code
Engine Function B
Function C
Function A
Engine Main
Thread(Game)
Game Loop
Work Sub
Function
1. Network Connecting Check
2. File Watcher
3. Sub Programmers Code
9. Engine Architecture
•Main Framework
- Console
- Game
- Game Interface
- Graphics
- Input
- FileSystem
- ImageSystem
- SoundSystem
- Utility
•Engine System
- Engine Core
- Engine Main System
- Engine Boot System
10. Main Framework
•Console
- Engine Console is mean In Game Console System
- Programmer or player can use script their own In
console
- case our project, we use some command
§ debug, mute, help, fps, etc..
- Console Picture
Console
11. Main Framework
•Game Class
- Game class is mean scene
- Game class has follow next pure virtual functions
§ initialize, update, render, AI, collision, release,
releaseAll, deleteAll
- If programmers want to make new Scene,
programmer could use this class as parent class
- Initialize function needs window screen handle
- Other functions are following like generally another
game loop system
12. Main Framework
•Game Inteface
- Sephy Engine has basic Game Interface Code
- This Code will help easily to make UI
- Support UI Contents
§ Button(Include Image Button)
§ EditText
§ Scroll
§ Dialog
§ Progressbar
- Sample Picture [case our project - Lobby]
DialogButton
14. Main Framework
•Graphics Class
- Graphics class is managing Engine's graphic
device resource and included about all graphic
information
- Basically, Sephy Engine used 24 bit color format
for sprite file
- Graphics class has drawing functions
§ drawline, drawRect, drawCircle, drawSprite
- Graphics class check Stencil Support for perfect
calculate pixel collision
- Graphics class code
§ http://redforce01.tistory.com/category/MyProject/Sephy
Engine
§ https://github.com/redforce01/SephyEngine/blob/Jaejun
-Kim/Sephy_Engine/graphics.h
§ https://github.com/redforce01/SephyEngine/blob/Jaejun
-Kim/Sephy_Engine/graphics.cpp
15. Main Framework
•Input Class
- Input class is controlling engine's key input
message
- Input class is processes gamepad key event not
only keyboard, mouse
- the gamepad is supported only xbox pad controller
- case our project, we used keyboard and mouse
event so we are not sure the gamepad event
process working every time but maybe it's working
- Input Class Code
§ http://redforce01.tistory.com/174
§ https://github.com/redforce01/SephyEngine/blob/Jaejun
-Kim/Sephy_Engine/input.h
§ https://github.com/redforce01/SephyEngine/blob/Jaejun
-Kim/Sephy_Engine/input.cpp
16. Main Framework
•File System
- File System is a part of sephy engine's main
framework
- basically, file system find resources folder and
inspect all files
- the files are splitted 4 types following data, image,
sound, etc format
- File formats designated in source code that's
following next picture
- If File System find not designated file format, the
file would be classified other format(etc format)
18. Main Framework
•Image System
- Image System is depend on File System
- Sephy Engine Load Sprite (TextureFile) at Start.
If File System check All Files in Resources Folder,
Image System would upload texture to directX
device
19. Main Framework
•Sound System
- Sephy Engine's Sound System Used FMOD
- Sound System is depend on File System Too
- Sound System is Load Sound Files to FMOD
through designated Folder
20. Main Framework
•Support Code(Utility Method)
- Random Maker
§ Used <random> header
§ Used std::random_device, std::mt19937
§ Random bool, Int, pair<int, int>, vector<int>, ptInCircle,
Random Rect
§ ...etc Type
§ Random Maker Class
22. Main Framework
•Support Code(Utility Method)
- TXT Parser
§ TXT File Read/Write
§ Data Parsing (like : XML Format)
[Not Yet Perfect Implemented]
23. Main Framework
•Support Code(Utility Method)
- Math Functions
§ Distance(x1, y1, x2, y2)
§ Angle(x1, y1, x2, y2) [Radian Value]
§ Object Screen In Check
§ Pt In Rect(used winapi function)
§ Pt In Circle
§ Pt In Isometric
§ Circle In Rect (For not used Entity)
§ Circle In Circle Intersect (For not used Entity)
§ ...etc
25. Engine Run Logic
•Engine Core
- Engine Core Class include some Threads for
programmer's non-sync functions
•Engine System Class
- Engine System Class is Project's Main Class that is
included Engine Initialize Progress and Engine
Boot System
•Engine Boot System
- Engine boot System Class has File System That's
working for Engine System initialize and Resource
Recognize
26. What is Our Project?
•Game
- Genre : Turn Based World + RTS Battle
- Resource : Used Navy field 1 Resources
- Configuration : Game + Tool [For make game data]
- Dev. Environment : Sephy Engine Based 2D PC
Game
- Dev. Period : `17.05.24 ~ 17.08.25
27. In Game System
Isometric Based 2D MapTool
uMapTool Video Link
https://youtu.be/P1KWafPZ1MY
Jaejun-Kim
redforce01@naver.com
28. Isometric Based 2D MapTool
•Isometric Based Tile System
- Isometric Tile [Cell]
- MapTool Object Layer
§ Tile
§ Object
§ Event Object
•Object
- Object is Just Visual Object
- Bbject Type
§ Island Object
§ Building Object
•Event Object
- Event Object is Something Eventable
- Collision Box
- Repair Area
- Observer Area
- Weather Fog
29. Isometric Based 2D MapTool
•MapTool Main System
- Object Control System
§ Setup Object Items
§ Remove Object Items
[ Cell(Tile) / Object / Event Object ]
- Resource Control System
§ Tile / Object Sprite Resource Load
§ Resource Interface [ UI ]
- Map System
§ Camera Control
§ Minimap Control
§ Tool Log Manager
- MapTool Control System
§ Tool Control
• Save/Load
• Reset
• Object Border Drawing Control
§ Object Detail Control
• Object Infomation View
• X, Y Position
• Free Position Mode
30. Isometric Based 2D MapTool
•MapTool Picture
Tool Control Viewer
Event Object Control
Viewer
Minimap Viewer
Log Viewer
Object Resource
Sprite Viewer
Object Detail
Control Viewer
System State Log
34. In Game System
Unit Balancing Test Tool
uUnitTool Video Link
https://youtu.be/WKNsiv22H1Y
Jaejun-Kim
redforce01@naver.com
35. Unit Balancing Test Tool
•Unit Tool System
- What is Unit Tool?
§ Unit Tool is Battle Simulation Testing Tool. You can
check each unit's performance on your designated unit
performance for balance.
- Unit Control System
§ Unit List Viewer
§ Unit Attribute[ability] Setup
§ Make Designated Attritube Unit
§ Unit Update Controller
- Basic Tile MapSystem
§ Setup Basic Sea Tiles
§ Camera Move
36. Unit Balancing Test Tool
•Unit [Battle Ships]
- In Game Unit Type
§ Battle Ship, Cruiser, Destroyer, Frigate, Corvette
§ Carrier [Not Implemented]
- Unit Attack Type
§ Cannon - Bullet
§ Torpedo [Not Implemented]
•Unit Attributes
- DP [Ship Health] + Max DP
- Repair Speed [Self Healing Speed]
- Engine Speed [Move Speed] + Max Speed
- Rotate Speed [Rotation Speed]
- Accelerate Speed [Accelate Speed]
- Radar Range [Ship Sight Range]
- Turret [Cannon] Include Damage Performance
- Performance [Ship Performance Ability]
- Sailor [Ship Sailor Count]
- Antiair Capacity [Antiair Turret Count]
- Antiair Range [Antiair Turret Range]
- Antiair Damage [Antiar Turret Damage]
- Phase [Ship Call Phase]
- Mass [Ship Mass]
- Evasion Radius [Ship Evasion Value]
37. Unit Balancing Test Tool
•Unit Tool Picture
Unit List View Update Controller
Made Unit List Unit Attribute
Controller
39. Battle System
•Battle System
- Battle
§ This Project's "Battle System" is always passes through
"World System". in this document, to explain "Battle
System" has what logics and how to be made.
- Battle Loading
§ Generally, "Battle System" is always started through
"Loading". when is loading, battle map data is
uploaded and each player's unit data are initialized
process.
- System Configuration
§ Battle Main System
• Camera System
• Map System
• Unit System
• Fleet System
• Sound System
• Fog System
§ Battle Result System
40. Battle System
•Camera System
- Camera System is managing camera position
related all Object's position.
- Minimap System
§ Minimap Interface
[Not yet perfect Implemented]
•Map System
- Map System is called when is main system
initializing, setup battle map data to screen what
are cells, objects, event objects and manage all
object's position relative with camera system.
•Unit System
- Unit System is managing all units in battle.
- Checking unit's dead or alive, making ship[called
by player], unit's position relative with camera
system, ..etc.
41. Battle System
•Fleet System
- Fleet system is a interface used when player want
to make some ships setup to fleet
- Fleet types are Alpha ~ Hotel [A~H] (8 slots)
- If player setup some ships to fleet, the ships would
be received buff effect.
•Sound System
- Sound system is a simple managing system for
battle background sound.
- Sound system control playing background sound
or changing sound related battle phase.
•Fog System
- Fog System is implemented for fog of war in battle.
- Fog count is just related game resolution
- Fog of war is different one of in game event
object's weather fog
42. Battle System
•Set up Units [Before Battle Start]
§ Before Battle start, player can set up units only phase 1
battle ships
§ Second, player can set up ships only in starting area
§ If player set up ships of phase 2 or 3, it would be
canceled when battle start
§ But player can control "Fleet Make System" for ships
of phase 2 or 3
43. Battle System
•Set up Units [After Battle Start]
§ Click what player want ships in list on left top interface
§ Click Mouse LButton where player want position
§ And then there is made dummy ship sprite
§ The dummy ship has spawn delay time
§ If spawn countdown finished, the ship would be created
in spawn area
§ Finally, the ship move to setup position when created
44. Battle System
•Fire & Bullet
- If the battle ship has turret and in sight enemy ship,
the ship would shoot bullets at once
- Each ship has designated turret data
- Each ship has turret count so fire bullets for turret
count
- the bullet's damage is designated from Turret Data
45. Battle System
•Damage & Effect
- All Ships taken damage following under rules
§ Miss Shot : low damage
§ Hit : high damage
§ Whether Miss or Hit ? Pixel Collision Check between
Bullet and Ship
§ Miss Shot Sprite : Water Effect
§ Hit Sprite : Explosion Effect
47. Battle System
•Ship - Island Collision
- All Ships couldn't passed Island Object
- Exactly, All ships are checked ship's pixel whether
intersect to Collision box made from map tool every
frame time
48. Battle System
•Relation Ship's Radar Range and Fog of
War
- All Ships has Radar range
- this radar range means each unit's sight range
- If fog of war tile intersected player ship's radar
circle, the fog would be cleared
Blue Line -
Radar Circle
49. Battle System
•Observer Area Relate Fog of War
- Observer Area same work ship's radar circle
- Picture before captured area
- Picture after captured area
50. Battle System
•Repair Station
- Repair station give to each ship's repair speed buff
- If player capture repair area, the area given to
player ships about 120% repair speed up
- the area has buff range so ship taken buff only
near area
51. Battle System
•AI
- In this project, Battle AI is not implemented
- Current, Battle AI is just waiting player ships on
starting area
- We expect patrol type AI with using fleet system
52. Battle System
•Result System
- Result system is managing battle's result data and
throw data to World Campaign
- Result Data
§ Remain Ships
§ Battle Score [Damage Score]
Player Result Data AI Result Data
53. Battle System
•Recently Working Contents
- Fleet System Implement
- Patrol Type AI System
- Aircraft Implement
- Carrier Ship Implement
- Torpedo Weapon Implement
- Fog of War Sprite Implement
- Battle Random Event Weather
- Confuse State Ship Implement
- More Reality Turret Firing
ex) Sequencial Fire, More Reality Turret Fire
- bug Fix
- ...etc
54. Project Review
•Simple Comment [Jaejun-Kim]
- English : I will never more develop rts game!!!
- Korea : 다신 전략 게임 개발하기 싫어요...
- Review
§ 나만의 엔진을 만드는 과정에서 습득하는 지식과 늘어
나는 스킬은 확실히 프로그래밍을 계속 하게만들어주는
원동력이 되었다. 독학으로 공부하여 여기까지 달려오
는 과정에 쏟아부은 시간에 비하면 많은 결과를 내놓지
못한 것 같아 아쉬움이 많다.
혼자 제작한 자체엔진으로 게임을 하나 만들어보고자
석 달동안 열심히 공부하고 작업을 하였으나 게임은 미
완성으로 프로젝트를 종결하게 될 것 같아 아쉽다. 그러
나 2D가 아닌 3D 엔진을 만들어보고 그 엔진으로 또 다
시 새로운 게임을 제작하고 싶은 마음이 이미 나로호 마
냥 하늘높이 솟구치고 있다.
프로그래밍을 하면서 실수한 부분 또는 미흡한 부분이
수두룩하나 중요한 부분들은 지속적으로 수정해나가고
발전해 나간 것 같다. 이 문서를 확인 하신 분들께 감사
인사를 드리며 문서를 마무리 합니다.
§ 추신. 이 프로젝트에서 smart pointer를 제대로 못쓴게
엄청난 한이다. 다음 프로젝트 부터는 엄청나게 써야지..
55. Reference
• Book [주요 참고 서적]
- 2D Game Programming
- Game Engine Architecture
- Game Programming Pattern
• Video Link [Youtube 영상 링크]
- MapTool
§ https://youtu.be/P1KWafPZ1MY
- UnitTool
§ https://youtu.be/WKNsiv22H1Y
- Battle
§ https://youtu.be/wTWE4sUKa6Q
- Dummy Simple Battle Video
§ https://youtu.be/VTCVWAdKf-A
- Engine
§ ...
• Blog Link
- http://redforce01.tistory.com/174
• Project Github Link
- https://github.com/redforce01/SephyEngine/tree/Jaejun-Kim