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娛樂平台技術簡介

娛樂平台技術簡介. 張明裕 副教授兼系主任 Ming-Yuhe Chang, Chairperson 南台科技大學 多媒體與遊戲發展科學系 (Department of Multimedia and Entertainment Science) 暨 多媒體與電腦娛樂科學研究所 (Institute of Multimedia and Entertainment Science) Email: changmy@mail.stut.edu.tw TEL: 06-2533131 轉 7501 Website: www4.stut.edu.tw/mes.

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娛樂平台技術簡介

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  1. 娛樂平台技術簡介 張明裕 副教授兼系主任Ming-Yuhe Chang, Chairperson南台科技大學多媒體與遊戲發展科學系(Department of Multimedia and Entertainment Science)暨多媒體與電腦娛樂科學研究所(Institute of Multimedia and Entertainment Science)Email: changmy@mail.stut.edu.twTEL: 06-2533131轉7501Website: www4.stut.edu.tw/mes 再一次典範轉移-Indie Game Engine

  2. OPEN SOURCE 的成功典範 • Linux • OS的典範 • FireFox • Web Browser的典範 • Blender • 3D動畫工具的典範 • 待續

  3. 娛樂平台? • Open Source Game Engine • Genesis3D • Irrlicht Engine • OGRE • NeoEngine • The Delta3D • Crystal Space • 以上以Google關鍵字搜尋為排列順序 • 成功的典範?

  4. 何謂遊戲引擎? • A game engine is an integrated collection of various computer code objects that together run the video game. These modules include: • A graphics module for 2D or 3D • A physics module • A collision detection module • An input/output module • A sound module • An artificial intelligence module • A network module • A database module • A Graphical User Interface module (GUI)

  5. 何謂遊戲引擎? • Different games will have some or all of the above modules. The code that makes up the various modules can be very complex.Creating an industry leading game engine is a huge task, which requires large amounts of time and resources.

  6. 何謂遊戲引擎? • Many of the modules contain highly advanced algorithms that in some cases have been developed for military applications, science, medicine or special effects for the film industry. So far the contributing industries have been slow to use the game industry in return.

  7. 典範轉移的開始 • Source 3D Game Engine • Unreal - $10,000 • Quake2 - $10,000 • Quake3 - $250,000 • Torque - $100 • 3D Game Studio – $80 • Genesis - $10,000 • Lithtech - $75,000 • Power Render - 5,500

  8. 成功的典範轉移 • Indie Game Engine • Torque - $100 • 3D Game Studio – $80 • Full source for Indie developer at very low prices

  9. 成功的典範轉移(續)

  10. 成功的典範轉移(續) • I needed an engine and support tools capable to: • Create a model of a building and apply textures. • Export the model and textures to the game engine. • Create a Graphical User Interface that would allow others to easily figure out how to get through the game presentation. • Import an avatar into the project that could be used as a demonstration model and use the avatar as a reference for a human. • Allow users to make the game presentation look good and professional. • Include easy-to-use shadows and light-maps. No extra programming necessary would be optimal. • Allow me to create interactive objects with relative ease. • A forum or support group that could answer questions and provide help when necessary. • Allow me to add new code to the engine using C++ and openGL/DirectX. • Support sound elements in the 3D structure. • Preferably run on Windows, Linux, Unix.

  11. 典範繼續轉移? • The next generation 3D rendering engine need to take advantage of modern shader cards in DirectX 9/OpenGL 1.5 and provide the following features: • An API independent graphics layer supporting DirectX 9 and OpenGL . • Procedural generation of shaders that support normalmapping, detail maps, specular, cubemapping, glow, refraction, reflection, texture UV animation, and more. • Powerful shader interface allowing easy integration of custom shaders and effects. • Versatile vertex buffer and texture management, with support for static, dynamic and volatile vertex buffers.

  12. 遊戲?虛擬實境?

  13. 娛樂平台之應佣 • Serious Game • Simulation • GIS • Training

  14. Serious Game • Use of interactive games technology within non-entertainment sectors. • More than a year ago, Valador, Inc. researched more than 40 Game and Simulation engines in their search for an engine that could provide simulation and visualization capabilities for NASA at a reasonable price, with exceptional quality. • After all was said and done, they selected the Torque Game Engine, and never looked back. They now use TGE and TSE for a variety of internal research and development projects, as well as contracted work for NASA, and have helped to achieve Torque's penetration into the serious games/simulation space.

  15. Simulation • Valador - Distributed Observer Network • This is a screenshot of the Distributed Observer Network (DON) which is tool built on TGE to help the folks at NASA collaborate in virtual environments. • This shot is the picture of the VAB, otherwise known as the vehicle assembly building. The giant crawler on the bottom moves the space shuttle from the VAB to the launch sites.

  16. Simulation(Cont’d) • Military simulations have been networked for quite a while now--DIS was started back in the early 90's. The major event performed here is integrating game technology into the already existing military networking capability (DIS). • The big difference is that until now, it was multi-million dollar simulators (which are MUCH more complicated than Torque, PlanetSide, or any other game technology) networked with other multi-million dollar simulators. What L3 accomplished is a demonstration that Game Engines, and Torque in particular aren't just pretty scenes and FPS shoot 'em ups, but serious contenders in the military space when used in proper roles. Stephen Zepp, GarageGames.com

  17. GIS • With milestone 2, the Atlas terrain implementation in TSE allows for some incredibly amazing terrain capabilities, including the ability to bring large (and extremely large) real world terrain into your simulation. • But why limit ourselves to just one world? Earth is cool and everything, but other planets are even cooler...and when it comes to cool factor, it doesn't get much better than real terrain data (captured from satellite surveys) of the planet Mars:

  18. GIS(Cont’d)

  19. GIS(Cont’d) • Yes, for those still in doubt: that is actual terrain information from the planet Mars loaded into TSE, with a very nice model of the Mars Rover(s) in place. Here's another:

  20. GIS(Cont’d) • The Rover is fully controllable, and has a "weapon" that gives you a beam to check line of site distances and rangefinder target coordinates of terrain impacts:

  21. GIS(Cont’d) • This demo is built in TSE. Atlas, the terrain engine, is essential for us to make terrain from real world data. We should probably be able to double texture resolution of the terrain without any texture swapping (read as: good performance). • About the demo: This is a technology demo that we are using to show off the capabilities of TSE. Our main project is a TGE app that we are currently building for NASA. Using TGE, we were able to complete tasks for them in weeks that others weren't able to complete in months. • I know it's not as fun as making entertainment games ( unless you work for a slave driving game company ), but making "serious games" with Torque products has been very positive for me. Eric P, Valador.com

  22. Training(Cont’d) • Real-Time Neuroevolution with rtNEAT • Our novel experimental game is called NERO, which stands for Neuro-Evolving Robotic Operatives. It is set in a fictional post-apocalyptic world, where robots struggle over the relics of human civilization. • Although it resembles some RTS games, unlike most RTS games NERO consists of two distinct phases of play. In the first phase individual players deploy robots in a 'sandbox' and train them to the desired tactical doctrine. Once a collection of robots has been trained, a second phase of play allows players to pit their robots in a battle against robots trained by some other player, to see how well their training regimens prepared their robots for battle. The training phase is the most innovative aspect of game play in NERO, and is also the most interesting from the perspective of AI research.

  23. Training(Cont’d) • Production of the NERO project is funded by the Digital Media Collaboratory and the IC2 Institute of the University of Texas at Austin. The original NEAT research was supported in part by the National Science Foundation and the Texas Higher Education Coordinating Board. NERO is built on the Torque game engine, licensed from GarageGames, Inc.

  24. 結論 • Don’t need to reinvent the wheels! • The paradigm been successfully shifted! • We are building the turn-key system of next generation entertainment platform for Indies!

  25. DEMO

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