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Explore project-based, team-based learning with a focus on programming for games. Experience systems integration in graphics, sound, AI, and more utilizing higher-level toolkits. Dive into elements like stunning visuals, immersive sound, networking, and scripting for game development. Learn about scalability, simulation, animation, and artificial intelligence. Understand the interactive program structure of games via event-driven programming. Sharpen your skills in game content development, optimization, and debugging.
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Advanced Game Design Prof. Roger Crawfis Computer Science & Engineering The Ohio State University
Course Overview • Project-based / Team-based • Little lecturing • Focus on programming for games • Systems integration – graphics, sound, AI, networking, user-interfaces, physics, scripting • Utilize higher-level toolkits, allowing for more advanced progress while still developing programming skills.
Course Structure • I will lecture for about the first week and a half. • Student game project groups will provide several presentations on their game ideas and progress. • Student technology teams will provide an intermediate and an advanced lecture on their findings and analysis about their area.
Project Goals • Large-scale software development • Team-based (synergistic development) • Toolkit-based (fast-start development) • Learn and utilize the many non-graphical elements needed for games. • Leverage and extend your software engineering, graphics, AI, …, expertise.
Elements • Gaming Engine • Responsible for providing primitives • Hardware abstraction • Handle different areas of the game • Physics, AI, etc. • Game • Defined by a genre • Defines the gameplay
Requirements of a gaming engine • Stunning Visuals • Immersive sound stage • Varied input/output devices • Scalability • Simulation • Animation • Networking
Requirements of a game • Scripting • Artificial Intelligence • Supporting Tools • Optimizing game content • Developing game content • Extending game content • Debugging / Tuning of game performance
Stunning Visuals • Adding realism • Smarter Models • Use hardware • Bump-mapping • Dynamic water or other liquids • Rich textures (Billboards, gloss-maps, light-maps, etc.) • Shadows • Particle systems
Immersive sound stage • Multi-track sound support • Positional sound effects (3D immersion) • Dynamic sounds / movement (doppler effects)
Input devices • Commonly available devices are • Keyboard, mouse, gamepads and joysticks • Force feedback (haptic) devices are gaining popularity • Steering wheels • Joysticks • Motion tracking • Output devices • Multiple monitors • Head mounted displays
Scalability • Multiple hardware capabilities • Multi-resolution models • Multi-user support • LOD • Multiple model definitions • Multi-res models • Subdivision surfaces
Simulation • Virtual worlds are all good to look at • Immersion breaks when real world physics are not applied • So we need • Collision detection • Collision response
Animation • Linear transformations • Modeled animations • Articulated motion • Lip syncing • Facial Expressions • Blending animations
Networking • Multi-player support essential • Common problems • Latency • Synchronization • Scalability • Consistent game state • Security
Scripting • Strict coding is tedious • Support for scripting is essential for RAD • Scripting has added a whole new fun factor for many games.
Artificial Intelligence • Games need specialized AI • Strategy • Path finding • Modeling behavior • Learning • Non-perfect! • Fast!
Tools • Creating varied content • models, video, images, sound • Integrating content • Common file format support • Supporting existing popular tools via plug-ins • 3DS Max, Lightwave, Maya etc. • Adobe premier, Adobe Photoshop
Interactive Programs • Games are interactive systems - they must respond to the user • How?
Interactive Program Structure • Event driven programming • Everything happens in response to an event • Events come from two sources: • The user • The system • Events are also called messages • An event causes a message to be sent… Initialize User Does Something or Timer Goes Off System Updates
User Events • The OS manages user input • Interrupts at the hardware level … • Get converted into events in queues at the windowing level … • Are made available to your program • It is generally up to the application to make use of the event stream • Windowing systems may abstract the events for you
System Events • Windowing systems provide timer events • The application requests an event at a future time • The system will provide an event sometime around the requested time. Semantics vary: • Guaranteed to come before the requested time • As soon as possible after • Almost never right on (real-time OS?)
Polling for Events while ( true ) if ( e = checkEvent() ) switch ( e.type ) … do more work • Most windowing systems provide a non-blocking event function • Does not wait for an event, just returns NULL if one is not ready • What type of games might use this structure? • Why wouldn’t you always use it?
Waiting for Events e = nextEvent(); switch ( e.type ) … • Most windowing systems provide a blocking event function • Waits (blocks) until an event is available • Usually used with timer events. Why? • On what systems is this better than the previous method? • What types of games is it useful for?
The Callback Abstraction • A common event abstraction is the callback mechanism • Applications register functions they wish to have called in response to particular events • Translation table says which callbacks go with which events • Generally found in GUI (graphical user interface) toolkits • “When the button is pressed, invoke the callback” • Many systems mix methods, or have a catch-all callback for unclaimed events • Why are callbacks good? Why are they bad?
Upon Receiving an Event … • Event responses fall into two classes: • Task events: The event sparks a specific task or results in some change of state within the current mode • eg Load, Save, Pick up a weapon, turn on the lights, … • Call a function to do the job • Mode switches: The event causes the game to shift to some other mode of operation • eg Start game, quit, go to menu, … • Switch event loops, because events now have different meanings • Software structure reflects this - menu system is separate from run-time game system, for example
Real-Time Loop • At the core of interactive games is a real-time loop: • What else might you need to do? • The number of times this loop executes per second is the frame rate • # frames per second (fps) while ( true ) process events update animation / scene render
Lag • Lag is the time between when a user does something and when they see the result - also called latency • Too much lag and causality is distorted • With tight visual/motion coupling, too much lag makes people motion sick • Big problem with head-mounted displays for virtual reality • Too much lag makes it hard to target objects (and track them, and do all sorts of other perceptual tasks) • High variance in lag also makes interaction difficult • Users can adjust to constant lag, but not variable lag • From a psychological perspective, lag is the important variable
Computing Lag Process input Event time • Lag is NOT the time it takes to compute 1 frame! • What is the formula for maximum lag as a function of frame rate, fr? • What is the formula for average lag? Frame time Update state Render Lag Process input Update state Render Process input
Frame Rate Questions • What is an acceptable frame rate for twitch games? Why? • What is the maximum useful frame rate? Why? • What is the frame rate for NTSC television? • What is the minimum frame rate required for a sense of presence? How do we know? • How can we manipulate the frame rate?
Frame Rate Answers (I) • Twitch games demand at least 30fs, but the higher the better (lower lag) • Users see enemy’s motions sooner • Higher frame rates make targeting easier • The maximum useful frame rate is the monitor refresh rate • Time taken for the monitor to draw one screen • Synchronization issues • Buffer swap in graphics is timed with vertical sweep, so ideal frame rate is monitor refresh rate • Can turn of synchronization, but get nasty artifacts on screen
Frame Rate Answers (II) • NTSC television draws all the odd lines of the screen, then all the even ones (interlace format) • Full screen takes 1/30th of a second • Use 60fps to improve visuals, but only half of each frame actually gets drawn by the screen • Do consoles only render 1/2 screen each time? • It was once argued that 10fps was required for a sense of presence (being there) • Head mounted displays require 20fps or higher to avoid illness • Many factors influence the sense of presence • Perceptual studies indicate what frame rates are acceptable
Reducing Lag • Faster algorithms and hardware is the obvious answer • Designers choose a frame rate and put as much into the game as they can without going below the threshold • Part of design documents presented to the publisher • Threshold assumes fastest hardware and all game features turned on • Options given to players to reduce game features and improve their frame rate • There is a resource budget: How much of the loop is dedicated to each aspect of the game (graphics, AI, sound, …) • Some other techniques allow for more features and less lag
Decoupling Computation • It is most important to minimize lag between the user actions and their direct consequences • So the input/rendering loop must have low latency • Lag between actions and other consequences may be less severe • Time between input and the reaction of enemy can be greater • Time to switch animations can be greater • Technique: Update different parts of the game at different rates, which requires decoupling them • For example, run graphics at 60fps, AI at 10fps • Done in Unreal engine, for instance
Animation and Sound • Animation and sound need not be changed at high frequency, but they must be updated at high frequency • For example, switching from walk to run can happen at low frequency, but joint angles for walking must be updated at every frame • Solution is to package multiple frames of animation and submit them all at once to the renderer • Good idea anyway, makes animation independent of frame rate • Sound is offloaded to the sound card
Overview of Ogre3D • Not a full-blown gameengine. • Open-source • Strong user community. • Decent Software Engineering. • Cool Logo
Features • Graphics API independent 3D implementation • Platform independence • Material & Shader support • Well known texture formats: png, jpeg, tga, bmp, dds, dxt • Mesh support: Milkshape3D, 3D Studio Max, Maya, Blender • Scene features • BSP, Octree plugins, hierarchical scene graph • Special effects • Particle systems, skyboxes, billboarding, HUD, cube mapping, bump mapping, post-processing effects • Easy integration with physics libraries • ODE, Tokamak, Newton, OPCODE • Open source!
Startup Sequence • ExampleApplication • Go() • Setup() • Configure() • setupResources() • chooseSceneManager() • createCamera() • createViewport() • createResourceListener() • loadResources() • createScene() • frameStarted/Ended() • createFrameListener() • destroyScene()
Basic Scene • Entity, SceneNode • Camera, lights, shadows • BSP map • Integrated ODE physics • BSP map • Frame listeners
CEGUI • Window, panel, scrollbar, listbox, button, static text • Media/gui/ogregui.layout CEGUI::Window* sheet = CEGUI::WindowManager::getSingleton().loadWindowLayout((CEGUI::utf8*)"ogregui.layout"); mGUISystem->setGUISheet(sheet);
Animation • Node animation (camera, light sources) • Skeletal Animation AnimationState *mAnimationState; mAnimationState = ent->getAnimationState("Idle"); mAnimationState->setLoop(true); mAnimationState->setEnabled(true); mAnimationState->addTime(evt.timeSinceLastFrame); mNode->rotate(quat);
Animation • Crowd (instancing vs single entity) InstancedGeometry* batch = new InstancedGeometry(mCamera->getSceneManager(), "robots" ); batch->addEntity(ent, Vector3::ZERO); batch->build(); • Facial animation VertexPoseKeyFrame* manualKeyFrame; manualKeyFrame->addPoseReference(); manualKeyFrame->updatePoseReference ( ushortposeIndex, Realinfluence)
Picking CEGUI::Point mousePos = CEGUI::MouseCursor::getSingleton().getPosition(); Ray mouseRay = mCamera->getCameraToViewportRay(mousePos.d_x/float(arg.state.width), mousePos.d_y/float(arg.state.height)); mRaySceneQuery->setRay(mouseRay); mRaySceneQuery->setSortByDistance(false); RaySceneQueryResult &result = mRaySceneQuery->execute(); RaySceneQueryResult::iterator mouseRayItr; Vector3 nodePos; for (mouseRayItr = result.begin(); mouseRayItr != result.end(); mouseRayItr++) { if (mouseRayItr->worldFragment) { nodePos = mouseRayItr->worldFragment->singleIntersection; break; } // if }
Particle Effects mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject( mSceneMgr->createParticleSystem("sil", "Examples/sil")); Examples/sil { material Examples/Flare2 particle_width 75 particle_height 100 cull_each false quota 1000 billboard_type oriented_self // Area emitter emitter Point { angle 30 emission_rate 75 time_to_live 2 direction 0 1 0 velocity_min 250 velocity_max 300 colour_range_start 0 0 0 colour_range_end 1 1 1 } // Gravity affector LinearForce { force_vector 0 -100 0 force_application add } // Fader affector ColourFader { red -0.5 green -0.5 blue -0.5 } }
Fire and Smoke affector Rotator { rotation_range_start 0 rotation_range_end 360 rotation_speed_range_start -60 rotation_speed_range_end 200 }
Cel Shading vertex_program Ogre/CelShadingVP cg { source Example_CelShading.cg entry_point main_vp … default_params { … } } material Examples/CelShading { … vertex_program_ref Ogre/CelShadingVP {} fragment_program_ref Ogre/CelShadingFP {} }
Cube Mapping • With Perlin noise to distort vertices void morningcubemap_fp ( float3 uv : TEXCOORD0, out float4 colour : COLOR, uniform samplerCUBE tex : register(s0) ) { colour = texCUBE(tex, uv); // blow out the light a bit colour *= 1.7; }