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Serious Games - 4. Game Technology (Mapping (Cube Maps, Shadow Mapping,…
Serious Games - 4. Game Technology
Game Engines
Definitions
Game Engine
software framework
connects game logik to
input / output interfaces
system via abstraction layers
Game Logic
logical representation of gameplay
games rule system
game specific, genre dependent
constrained by engine features
Architecture
Core & components
Core
Game Loop
set up windowing system, OS, callbacks, initialize libraries, devices
DO
read data from input devices
calculate new game state
render frame
while
game is active
unload....
Games rule system
game objects
story / game process management
interaction manager
components
sub engines for specific tasks
triggered by core
graphics, sound, input, AI, physics, network
Abstraction Layers
Hardware Abstraction Layer
different hardware configurations, driver, OSs
graphic, audio, iinput, threading...
Software abstraction layer
libraries in different versions
os file handling, multithreading
undefined handling of persistence content data
Ressource Management
make persistent game content
Collisions
intersection
collision
collision response
Rasterisierung und Raytracing
Camera Rotation
Depth buffer
Textures
Lighting
super basic lighting
diffuse
bounces
specular
light sources
point light
defined by position
direction light
just a light direction
Mapping
Cube Maps
Shadow Mapping
bump mapping
normal maps
deffered shading
skeletal animation
skinning
physics
newton 3 laws
particel
particel system
rigid bodies
soft bodies
procedural content generation
generator
random
patterns
random noise
filter
box filter
unfiltered image
smoothing
sharpening
raised
motion blur
edge detection
Artificial Intelligence
Movement
kinematic
seek
flee
dynamic
decision making
trees