Game World Modeling (CMPE 316) - TED University - Fall 2024 PDF

Document Details

TED University

2024

Çağatay ÜNDEĞER

Tags

game world modeling video game programming game design computer science

Summary

This document is an introduction to game world modeling, part of a course on game programming at TED University. It covers various aspects including environment, scenario, perception, behavior, and physics. The slides contain text and diagrams representing the concepts and illustrate practical examples of game features.

Full Transcript

Introduction to Game World Modeling (CMPE 316 - Game Programming) Dr.Çağatay ÜNDEĞER Research and Innovation Director SimBT Inc. e-mail : [email protected]...

Introduction to Game World Modeling (CMPE 316 - Game Programming) Dr.Çağatay ÜNDEĞER Research and Innovation Director SimBT Inc. e-mail : [email protected] [email protected] CMPE 316 Game Programming – TED University – Fall 2024 1 CMPE 316 Outline Game World Modeling Environment (game world) Scenario Perception Behaviour Physics (Actions/Interactions) Body Movement and Animation Visual Effects Sound Effects 2 CMPE 316 Game World Modeling To develop a game, you need a game world model with environment & entities 3 CMPE 316 Game World Modeling Land topography modeling Land surface modeling (rock, sand, swamp) Land cover modeling (trees, bushes) Land detail modeling (barriers, bridges) terrain (mountains) trees houses Barriers soil Scrubland Grassland 4 CMPE 316 Game World Modeling Sample snapshots from a train simulator CMPE 316 Game World Modeling Water surface modeling (waterfall, waves, foams) Sea Waterfall 6 CMPE 316 Game World Modeling Sample snapshots from a ship simulator CMPE 316 Game World Modeling Underwater modeling (current, salt) Underwater base surface modeling (rocks, soil) Underwater base cover modeling (moss) 8 CMPE 316 Game World Modeling Sample snapshots from an underwater vehicle simulator CMPE 316 Game World Modeling Sky modeling (fog, rain, snow, clouds, lights) 10 CMPE 316 Game World Modeling Space modeling (sun, moon, stars) 11 CMPE 316 Game World Modeling Entity modeling (soldiers, tanks, birds, ) 12 CMPE 316 Scenario Modeling Without a scenario, the flow of a game would be chaotic and uncontrolled. This would be undesirable for most of the games. 13 CMPE 316 Scenario Modeling But what could a scenario be consist of ? Who is responsible for scenario control? It is AI’s responsibility to execute the scenario appropriately. 14 CMPE 316 Perception Modeling The process of getting awareness or understanding of external and internal sensory information. See: Rain drops Smell: Wet grass Taste: Rain drops Hear: Feel: Rain drops Rain drops Wet skin 15 CMPE 316 Perception Modeling Where does perception stand in a game? Perception is the only way for an entity to understand what is going on around the game world. It is AI’s responsibility to evaluate the perception and act accordingly. 16 CMPE 316 Perception Modeling Perception computation could be so complex depending on the realism required. 17 CMPE 316 Perception Modeling Perception computation could be so time consuming depending on the resolution & detail of the environment. 18 CMPE 316 Behavior Modeling Deals with performing intelligent behaviors using perception - reasoning - action cycle perception reasoning environment using AI techniques action 19 CMPE 316 Behavior Modeling Actions might be physical interactions or just words to communicate. 20 CMPE 316 Behavior Modeling Bird behavior Attack behavior CREATOR: gd-jpeg v1.0 (using IJG JPEG v62), quality = 75 Land animal behavior Defense / Escape behavior Attack behavior Fish behavior 21 CMPE 316 Physics Modeling Deals with interaction of objects with each other physically. 22 CMPE 316 Physics Modeling Common aspects: – Rigid body dynamics (boxes, buildings) Collision detection and its effects Collision avoidance 23 CMPE 316 Physics Modeling Common aspects: – Deformable body dynamics (clothes, parachute) 24 CMPE 316 Physics Modeling Common aspects: – Fluid dynamics (water, air) 25 CMPE 316 Physics Modeling Common aspects: – Partical dynamics (smoke, flame) 26 CMPE 316 Physics Modeling Common aspects: – Partical dynamics (rain, snow, fireworks) 27 CMPE 316 Physics Modeling Common aspects: – Explosion/Damage dynamics (bomb, grenade) Breaking into pieces 28 CMPE 316 Body Movement and Animation Modeling Deals with body movement and animation of human and other entities. It is AI’s responsibility to decide which actions and movements to perform 29 CMPE 316 Body Movement and Animation Modeling Simple techniques used: – Statically produced body animations using key frame images 30 CMPE 316 Body Movement and Animation Modeling Simple techniques used: – Matematically defined body movements Movements of the body points (vertices) are defined matematically 31 CMPE 316 Body Movement and Animation Modeling Advance techniques used: – Movement with bone structures Moving bones statically or matematically Moving bones with motion capture data Bone structures 3D animation tools Motion Capture 32 CMPE 316 Visual Effects Modeling The special illusions and visions within a game world other than existing entities. 33 CMPE 316 Visual Effects Modeling Lighting effects and Lense flares Lamps, headlights lightning Light lobs Lense Flares 34 CMPE 316 Visual Effects Modeling Fire, smoke, flames, explosions Partical effects can also be considered as visual effects. 35 CMPE 316 Visual Effects Modeling Helicopter rotors, aircraft trails, etc. Helicopter rotors Aircraft/missile trails 36 CMPE 316 Sound Effects Modeling Sound effects are an important part of our perception so an important part of a game. In games, 3D sound effects are commonly used to make auditory materials atractive. 37 CMPE 316

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