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Creating Serious Games by integrating external components : Propositions and guidelines for future work with serious gamesHenriks, Niklas January 2007 (has links)
<p>The military industry has come to look at games as means for better looking and cheaper simulations. Altering games and game engines are not necessarily easy and finding a suitable engine is essential to project success. The features and design of an engine must to a large degree overlap that of the project design.</p><p>Creating ‘systems of systems’ by integrating external components/systems with games is what to a large extent differentiate military serious games from other fields. However, this is not an easy task, as games are not designed with interoperability in mind. This report explain how games and game engines can be used to create military serious games, and by that explain what need to be done to have a game interoperate with external systems, how to interact with the game engine, and give guidelines to the process of evaluating and selecting a game engine. The report also argues that game engines are not always the optimal solution.</p>
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Creating Serious Games by integrating external components in commercial game engines : Propositions and guidelines for future work with serious gamesHenriks, Niklas January 2007 (has links)
The military industry has come to look at games as means for better looking and cheaper simulations. Altering games and game engines are not necessarily easy and finding a suitable engine is essential to project success. The features and design of an engine must to a large degree overlap that of the project design. Creating ‘systems of systems’ by integrating external components/systems with games is what to a large extent differentiate military serious games from other fields. However, this is not an easy task, as games are not designed with interoperability in mind. This report explain how games and game engines can be used to create military serious games, and by that explain what need to be done to have a game interoperate with external systems, how to interact with the game engine, and give guidelines to the process of evaluating and selecting a game engine. The report also argues that game engines are not always the optimal solution.
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A Scenario-Based evaluation of Game ArchitectureAL Halbouni, Hadi, Hansen, Frank January 2020 (has links)
When developers or organizations need to develop a game, simulation or a similar project, they phase the question of whether or not to use a game engine as well as the question on which one to use. Are all game engines the same or does the architecture change and how is the game design different between various game engines? The objective of this thesis is to research these questions as well as giving a concrete understanding of the impact of picking one engine over the other and how each engine influences the way games are developed and answer some more specific questions regarding architecture and usability. A project was designed with the goal of developing a game. This game was developed by two separate teams over a period of 6 weeks, using two different game engines. The development was split into separate iterations done simultaneously between the teams and questionnaires were filled in to gather data. The game engines used for projects had similarities but also things which were different. Each engine offered ways to speed up development by allowing the developer to reuse and distribute changes among objects to reduce work. The differences caused one engine’s code architecture to be more complex than the other while allowing a better code structure as well as adding more time to learn how the engine handles certain things such as collisions. In conclusion, there is an importance to properly evaluating different game engines depending on the project a developer or organization is creating, not evaluating this properly will impact development speed and project complexity. Even though each engine has their differences, there is no superior game engine as it all depends on the project being developed. The game developed for this project was only touching on certain areas related to 2D games.
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Using Game Engines to Develop Virtual AgentsStensdahl, Nathalie, Svensson, Kristoffer January 2022 (has links)
Virtual agents have been around since the 1960’s and theirusage is constantly increasing. They are used in manydifferent settings. At the same time, game engines are usedmore and more for various purposes. In this paper, the aim isto create two proof-of-concept virtual agents in the form of ahumanoid receptionist as part of a bigger project. The agentswere implemented using two of the most widely used gameengines, Unity and Unreal Engine. During the development,the different aspects of the engines and their suitability fordeveloping virtual agents were compared. It was found thatUnity was easier to use for someone inexperienced withgame engines, but that it in general is more of a matter ofpersonal preference.
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VIDEO GAME CREATION : Inhibitors and Enablers in Female InclusionRuiz B., Nadia V. January 2019 (has links)
In 2012 and 2014, two hashtags, #1ReasonWhy and #GamerGate, exposed a highly sexist video game industry that was not welcoming female participation. This was affecting women working or wanting to work in it. Feminist technoscience studies explain this phenomenon by applying theories concerning the masculine domination of our society and the perception of women as “others.” Despite the numerous challenges and struggling for inclusion, women still create video games, many as independents, taking advantage of free game engines. Hence, my aim in this thesis was to understand the interconnections between technology, specifically in the video game industry, and its social impact. I focus on the balance of male and female participation in the video game creation, the role of game engines, and the enablers and inhibitors for female inclusion, as an important component of decision making for organizational change in this industry. I conducted an inductive qualitative research approach with eight semi-structured interviews with female video game creators from the Latin American region. My findings reveal that using free/affordable technology, such as game engines, is not enough to guarantee female inclusion in the video game industry. This industry is resistant to change and tends to reinforce male predominance by hiring only a specific type of worker that matches the perfect gamer, usually young males. The participation of women in the video game creation teams (which include developers, designers, artists, testers, among others) would bring balance, diversity, new voices and fresh/new ideas, as well as women empowerment to the table. In addition, eleven inhibitors and eight enablers were identified as factors for female inclusion in the video game industry.
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Lagerbaserade och förprocesserade ljud : En undersökning av hur två implementationsmetoder påverkar uppfattningen av distans av ljud i spel / Layered sounds and pre-processed sounds : A study on how two different methods of audio implementation affect the perceived distance of sounds in gamesSorribes Bernhard, Pablo January 2017 (has links)
Undersökningens syfte var att jämföra två implementationsmetoder för ljud i spel. Dessa metoder är en lagerbaserad metod och en förrenderad metod. I den lagerbaserade metoden kombineras de olika ljudlager som ljudeffekten består av i realtid av spelmotorn, där den individuellt för varje lager applicerar volym- och filtreringskurvor över distans. I den förrenderade metoden har dessa ljudlager redan i förväg kombinerats ihop i en enda audiofil, d.v.s. att den enda behandlingen som sker i ljudmotorn är att volymen sänks över distans, på hela ljudeffekten. I bakgrunden beskrivs övergripande teorier kring perceptionen av ljud över distans och olika lyssningssätt. Även den lagerbaserade ljudmotorn Sound-O-Matic (Double Trouble Audio, 2016) beskrivs kort. Frågeställningen utvärderades genom en prototyp och en nätenkät. Prototypen bestod av ett spel med de två implementationsmetoderna, uppdelade i två versioner: Version A = Förrenderad metod Version B = Lagerbaserad metod Respondenterna spelade båda versionerna av ljudimplementationen och skulle i vardera Version gissa på avståndet och riktningen av gevärsskott som avfyrades runt dem. Resultaten tyder på att den förrenderade metoden i Version A med fördel kan användas i spel, då majoriteten av respondenterna föredrog den före Version B.
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Investigating the effect of implementing Data-Oriented Design principles on performance and cache utilizationNyberg, Frank January 2021 (has links)
Game engines process a lot of data under strict deadlines. Therefore, measures to increase performance are important in this area. Data-Oriented Design (DOD) promotes principles that are meant to increase performance by better cache utilization. The purpose of this thesis is to examine a selection of these principles to give a better understanding of how DOD affects CPU time and the rate of cache misses, with focus on the area of game development. More specifically, the principles examined are removal of run-time polymorphism, iteration over contiguous data, and lowering the amount of data in hot loops. Also, the Entity-Component-System pattern is examined, which is based upon DOD principles. The approach was to first present a theoretical background on the subject, and then to conduct tests by implementing a simulation of movement and collision detection utilizing said principles. The tests were written in C++ and executed on an Intel Core i7 4770k with no rendering. CPU time was measured in updated entities per μs, and cache utilization was measured in the form of cache miss rate. The results showed that the DOD principles did increase performance. Cache miss rate was also lower, with the exception of when removing run-time polymorphism. The conclusion is that Data-Oriented Design, used in game development, is likely to result in better performance, mostly as a result of better cache utilization.
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Simulace a vizualizace letu golfového míče / Golf Ball Flight Simulation and VisualizationOpletal, Petr January 2016 (has links)
This diploma thesis deals with the simulation and vizualization of a golf ball flight. The final application is powered by the Unity engine and the PhysX physics library. The application includes the implementation of basic golf ball aerodynamics and advanced vizualization including simple gaming logic. The final solution can be used as a part of a cheap golf simulator. The text contains a theoretical introduction, existing solutions, basics of golf ball aerodynamics, an application design, the creation of courses and implementations. The conclusion of the diploma thesis describes experiments with the final solution and summarizes the achieved results.
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A 3D Virtual Environment Development Platform for ASD Therapy ToolsChamberlain, Morne Edward 12 1900 (has links)
Thesis (MSc (Computer Science))--University of Stellenbosch, 2009. / ENGLISH ABSTRACT: The aim of this thesis is to develop a generic 3D virtual environment development platform
for autism spectrum disorder (ASD) therapy tools. The potential of using computerised
therapy tools for ASD therapy is well known. However, the development of such tools is
expensive and time-consuming, and is language and culture speci c. This work intends
to alleviate these problems.
The design of the platform is based on known game engine designs, but adapted for the
requirements of ASD therapy tools. It supports standard features such as 3D rendering,
animation and audio output. Speci c features, aimed at ASD therapy tools and educational
games, included in our engine are: replays, data capturing, remote monitoring over
a network and language localisation. We also implemented an input hardware abstraction
layer to allow support for non-standard input peripherals in the future, without modifying
existing game implementations. Furthermore, to separate the development of games and
tools from the engine, we include wrapper libraries in our engine for Lua and Java.
We successfully developed our engine and implemented a number of prototype therapy
tools and educational games. These implementations confirmed that the engine works as
expected. Some of these programs are currently in use at a local primary school. / AFRIKAANSE OPSOMMING: Die doel van hierdie tesis is om 'n 3D virtuele omgewing en ontwikkelingsplatform vir
outistiese spektrum versteuring (OSV) terapiemiddels te ontwikkel. Die gebruik van rekenaargebaseerde
terapiemiddels vir OSV terapie is bekend. Om sulke terapiemiddels te
ontwikkel is egter duur, tydrowend en is dikwels gerig op spesi eke taal- en kultuurgroepe.
Hierdie werk het dit ten doel om hierdie probleme te bowe te kom.
Die ontwerp van die platform is gebaseer op die ontwerp van bekende videospeletjie-enjins,
maar is aangepas vir die benodigdhede van OSV terapiemiddels. Dit ondersteun standaard
funksionaliteit soos 3D uitbeelding, animasie en klank. Ons platform sluit in spesi eke
funksionaliteit, wat gerig is op OSV terapiemiddels en opvoedkundige speletjies, naamlik:
kykweer, datavaslegging, afstandswaarneming oor 'n netwerk en taal-lokalisering. Verder
is 'n abstrakte koppelvlak vir toevoerapparatuur ontwikkel, wat dit moontlik maak om
in die toekoms nie-standaard toevoerapparatuur te ondersteun, sonder om bestaande
speletjies se implementasies aan te pas. Verder, om die ontwikkeling van speletjies en
terapiemiddels te skei van die enjin, is koppelvlakke ontwikkel wat dit moontlik maak om
die enjin in Lua en Java te gebruik.
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Evaluering av kontextmodeller och interaktiva virtuella miljöer i den arkitektoniska gestaltningsprocessen / Evaluation of Context Models and Interactive Virtual Environments in the Architectural Design ProcessRunebjörk, Daniel January 2020 (has links)
The tools available to architects in the design process are constantly being enhanced and developed, which paves the way to try out new methods and techniques. The current widespread availability of commercial drones, sophisticated surveying instruments and advanced calculation software, makes it possible to create detailed digital representations of reality, in the form of context models. Context models in combination with real-time rendering, through game engines and visualization with the help of Interactive Virtual Environments (IVE), lets architects recreate planned buildings in a realistic virtual context. The study examines how the architect can leverage the benefits of context models and IVE in the architectural design process and presents a method which can be used by architect- and consultant firms. A qualitative research method is used to accomplish this goal, where data is gathered through interviews and a workshop with practicing architects, but also a case study is performed to evaluate the presented method. All the collected data is compartmentalized and analyzed with a method called Pattern Matching, where expected theoretical patterns are compared to the empirical data that appear from the collected data. The study shows that the use of context models and IVE has great benefits in several varying phases of the design process, where benefits in communication is presented as the main contributing factor. With that said, there are concerns regarding implementation of the tools in early stages of the design process, where the possibility to present a misleading IVE is regarded as a potential risk. A presented benefit of using context models and IVE is the ability to create virtual presence. Also, the ability to present the building in its real context proved to be a great benefit in the study. These are closely tied to the benefits of IVR (Immersive Virtual Reality), in cases where visualization of volumes and spaces is needed, which is enhanced by a detailed context model. Finally, a method for architects and consultants to use context models and IVE in the design process is presented. The method is summarized to involve different expertise in the organization to carry through different tasks in the workflow, in order to let the architect focus on the design of the building, but still leverage the benefits of the visualization tools. A conclusion that is drawn, is that the presented method needs to be evaluated further, in order to prove its efficiency. If that is the case, the method might be a step in a new path for the ever changing role of the architect. / Verktygen som är tillgängliga för en arkitekt under gestaltningsprocessen utvecklas konstant, vilket banar väg för att testa nya arbetsmetoder och tekniker. Den numera breda tillgängligheten till kommersiella drönare, sofistikerade mätinstrument och avancerade beräkningsprogram gör det möjligt att på smidiga sätt framställa detaljerade digitala verklighetsrepresentationer, i form av kontextmodeller. Tillsammans med realtidsrendering, genom spelmotorer och visualisering med hjälp av interaktiva virtuella miljöer (Interactive Virtual Environements, IVE), kan arkitekter idag återskapa planerade byggnader i en verklighetstrogen virtuell kontext. Studien tittar på hur arkitekten kan dra nytta av kontextmodeller och IVE i gestaltningsprocessen och presenterar en arbetsmetod som kan tillämpas av arkitekt – och teknikkonsultbyråer. För att uppnå detta tillämpas en kvalitativ forskningsmetod, där data samlas in genom intervjuer och workshop tillsammans med arkitekter och en praktisk tillämpning i form av en fallstudie. All samlade data sammanställs och analyseras med en så kalla mönstermatchning (eng. Pattern Matching), där förväntade teoretiska mönster jämförs med de empiriska mönster som träder fram ur datamängden. Studien visar att användning av kontextmodeller och IVE har stora fördelar i flera olika skeden av gestaltningsprocessen, där främst kommunikationsvinster presenteras som en huvudsaklig bidragande faktor. Däremot råder viss oro för implementering av tekniken i allt för tidiga skeden och även risker med att presentera förvirrande och missvisande IVE lyfts fram som en risk. En fördel som presenteras är kontextmodellers och IVEs förmåga att skapa virtuell närvaro, men också möjligheten att presentera en byggnads omgivning virtuellt, presenterades som en stor vinst i studien. Detta är starkt kopplat till fördelarna som IVR (Immersive Virtual Reality) bidrar med, i frågor om att visualisera volymer och rumsligheter, något som förstärks av en detaljerad kontextmodell. Slutligen presenteras en arbetsmetod för hur teknikkonsulter och arkitekter kan tillämpa kontextmodeller och IVE under gestaltningsprocessen. Arbetsmetoden sammanfattas till att enskilda kompetensområden med fördel utför olika delar av processen, vilket tillåter arkitekten att fokusera på gestaltningsarbetet, men samtidigt dra nytta av visualiseringsteknikerna. En slutsats som dras är att den framtagna arbetsmetoden måste förankras i verkligheten, genom att tillämpas i ett verkligt projekt innan den kan bevisas som effektiv. Om den i framtiden bevisas effektiv kan arbetsmetoden visas vara ett steg i ny riktning för ett skiftande arbetssätt inom arkitektyrket.
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