Game
Engines:
What Is a game engine?:
A game engine is a system designed for the development of video games. The leading game engines provide a software framework that people use to create games for consoles. Game engines provide a suite of development tools in addition to reusable software components. Game engines render the game and the pixels. Most game engine suites provide facilities that ease development, such as graphics, sound, physics and AI functions. (Artificial Intelligence)
What Is a game engine?:
A game engine is a system designed for the development of video games. The leading game engines provide a software framework that people use to create games for consoles. Game engines provide a suite of development tools in addition to reusable software components. Game engines render the game and the pixels. Most game engine suites provide facilities that ease development, such as graphics, sound, physics and AI functions. (Artificial Intelligence)
Examples of 2D game engines and mods:
Furcadia: Engine: Dragon’s Eye Productions, Inc.
Furcadia is a 2D game made up of pixels, it is an MMORPG. You play as a little animal and meet new people from around the world.
Terraria: Engine: XNA
Terraria is a sandbox game where you can build whatever
you like, and the world is set at a certain size which the user puts in at the beginning. The aim is to defeat the bosses, you can buy different things from all of the villagers that move into your world. Each of these villagers must have a house with a table, a chair and a source of light.
Terraria is a mix between Final fantasy and Minecraft.
XNA is mainly used for Xbox live indie games. It is provided by
microsoft for video game development.
Box2D Engine: Incredibots, Tiny wings.
This engine is used with Angry birds, Happy wheels
and Transformice. It is used on Nintendo DS,
Furcadia: Engine: Dragon’s Eye Productions, Inc.
Furcadia is a 2D game made up of pixels, it is an MMORPG. You play as a little animal and meet new people from around the world.
Terraria: Engine: XNA
Terraria is a sandbox game where you can build whatever
you like, and the world is set at a certain size which the user puts in at the beginning. The aim is to defeat the bosses, you can buy different things from all of the villagers that move into your world. Each of these villagers must have a house with a table, a chair and a source of light.
Terraria is a mix between Final fantasy and Minecraft.
XNA is mainly used for Xbox live indie games. It is provided by
microsoft for video game development.
Box2D Engine: Incredibots, Tiny wings.
This engine is used with Angry birds, Happy wheels
and Transformice. It is used on Nintendo DS,
the Wii and phones, Ipods, iPods,
etc.
Examples of
3D game engines and mods:
Rage Game engine: Grand Theft Auto series, Red Dead.
The rage engine is used to create games such as Red dead, GTA and Max Payne. It is a 3D engine. The initial release date of this engine was 2006. Rockstar Advanced Game Engine (RAGE) is a game engine developed by the RAGE Technology Group at the video game developer Rockstar San Diego with contributions by other Rockstar studios. Rockstar developed the engine to facilitate game development on Microsoft Windows, along with the PlayStation 3, Wii, and Xbox 360 consoles. RAGE evolved from the Angel Game Engine originally developed by Angel Studios for use in the sixth generation console era versions of the Midnight Club series and other Rockstar San Diego games.
Source Game engine: Team Fortress 2, Portal.
This game engine is developed by the Valve corporation. This engine receives constant updates and does not use a numbering system. Source combines leading-edge character animation, advanced AI, real-world physics, shader-based rendering, and a highly extensible development environment to produce some of the most popular computer and console games. These games deliver the most intense, visually-stunning gameplay experiences on modern hardware, while scaling smoothly on older systems, enabling developers to reach a diverse range of gamers. At its core, Source is designed with a modular, component-based architecture that enables the seamless integration of new features and technologies. Since its 2004 debut to third-party developers, Source licensees have benefited from the very latest tools for level design, modeling and character animation, online play and communications, console development, and more—all available at no extra cost or additional licensing fees.
Rage Game engine: Grand Theft Auto series, Red Dead.
The rage engine is used to create games such as Red dead, GTA and Max Payne. It is a 3D engine. The initial release date of this engine was 2006. Rockstar Advanced Game Engine (RAGE) is a game engine developed by the RAGE Technology Group at the video game developer Rockstar San Diego with contributions by other Rockstar studios. Rockstar developed the engine to facilitate game development on Microsoft Windows, along with the PlayStation 3, Wii, and Xbox 360 consoles. RAGE evolved from the Angel Game Engine originally developed by Angel Studios for use in the sixth generation console era versions of the Midnight Club series and other Rockstar San Diego games.
Source Game engine: Team Fortress 2, Portal.
This game engine is developed by the Valve corporation. This engine receives constant updates and does not use a numbering system. Source combines leading-edge character animation, advanced AI, real-world physics, shader-based rendering, and a highly extensible development environment to produce some of the most popular computer and console games. These games deliver the most intense, visually-stunning gameplay experiences on modern hardware, while scaling smoothly on older systems, enabling developers to reach a diverse range of gamers. At its core, Source is designed with a modular, component-based architecture that enables the seamless integration of new features and technologies. Since its 2004 debut to third-party developers, Source licensees have benefited from the very latest tools for level design, modeling and character animation, online play and communications, console development, and more—all available at no extra cost or additional licensing fees.
Graphic
Rendering:
The graphic rendering in a game is creating an image from a model/object on a computer. The term rendering came from an artists rendering of a scene. For movie animations, several images (frames) are rendered and stitched together to make an animation. Rendering is done with special software. Objects are drawn using strokes, which are lines of varying lengths and widths. Rendering programs can then add color, which can be used in varying shades to give the illusion of depth. Shadows give a 3D appearance to the rendered image.
The graphic rendering in a game is creating an image from a model/object on a computer. The term rendering came from an artists rendering of a scene. For movie animations, several images (frames) are rendered and stitched together to make an animation. Rendering is done with special software. Objects are drawn using strokes, which are lines of varying lengths and widths. Rendering programs can then add color, which can be used in varying shades to give the illusion of depth. Shadows give a 3D appearance to the rendered image.
Collision Detection:
An example of collision detection in games is billiards, when you hit the ball, it will either hit another ball or the side of the board, when this happens the ball will have to bounce back and go back in a different direction. Also, this happens in car games When the car you are driving hits the barrier or anything else, the game pad vibrates and you bounce off in a different direction. Briefly, collision detection is the process of detecting when two shapes are about to collide or have already collided. There is a distinction there because there are chiefly two different types of collision detection methods Elastic and Inelastic.
Elastic Collision:
Elastic collisions occur when the colliding objects bounce off of each other. This typically occurs when you have colliding objects which are very hard or bouncy. Officially, an elastic collision is one in which the sum of the kinetic energy of all the colliding objects before the event is equal to the sum of the kinetic energy of all the objects after the event. Put more simply, kinetic energy is conserved in an elastic collisions. An example of this is in fifa when the ball bounces off the ground and back up into the air. Or any game with a ball in it, it will always have to bounce back up if it is thrown or bounced off a surface.
Inelastic collision:
Inelastic collisions occur when two objects collide and kinetic energy is not conserved. In this type of collision some of the initial kinetic energy is converted into other types of energy (heat, sound, etc.), which is why kinetic energy is NOT conserved in an inelastic collision. In a perfectly inelastic collision, the two objects colliding stick together. An example could be in GTA when a car crashes into another and they both burst into flames, meaning the player will have to find a safe spot away and the cars will most likely explode, leaving nothing left but the car frame.
Artificial Intelligence (AI):
Sound:
The sound in games has to match where it is coming from, for example in Final fantasy, when the player gets hit, the character makes a noise and the weapon has to make a noise, For example, in skyrim when the player takes out their weapon by hitting the certain button there will be a metal clink or some sort of noise to match the type of weapon that is being used. When an enemy is hit then that also makes a noise, they would scream or something to show that they have taken damage. Also, In slender you can hear breathing from your character when he or she is out of breath, this makes the game a whole lot more intense, and the static from slenderman, which is really scary and makes the player kind of lose it and get scared of the game. When the player is walking you can hear the grass of where the player is stepping, it may not always be in time, but it still adds effects to the game.
The sound in games has to match where it is coming from, for example in Final fantasy, when the player gets hit, the character makes a noise and the weapon has to make a noise, For example, in skyrim when the player takes out their weapon by hitting the certain button there will be a metal clink or some sort of noise to match the type of weapon that is being used. When an enemy is hit then that also makes a noise, they would scream or something to show that they have taken damage. Also, In slender you can hear breathing from your character when he or she is out of breath, this makes the game a whole lot more intense, and the static from slenderman, which is really scary and makes the player kind of lose it and get scared of the game. When the player is walking you can hear the grass of where the player is stepping, it may not always be in time, but it still adds effects to the game.
Physics:
The most common aspect of physics in games is the gravity, In most games, when the player jumps, they have to land back down on the floor. A game engine for physics is the Havok engine. ‘Havok Physics offers the fastest, most robust collision detection and physical simulation technology available.’
The most common aspect of physics in games is the gravity, In most games, when the player jumps, they have to land back down on the floor. A game engine for physics is the Havok engine. ‘Havok Physics offers the fastest, most robust collision detection and physical simulation technology available.’
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