 Welke overwegingen komen daar bij kijken?  Multiplatform?  Install base -> potential user base.

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Presentation transcript:

 Welke overwegingen komen daar bij kijken?

 Multiplatform?  Install base -> potential user base

 Interpreted vs. Compiled  Scripted vs. Programmed  Speed  Flash 1  Java 10  C#100

 Features  Compatibility  Necessary modifications

 Tools  Workflow  Dynamics  Audio  Rendering  Networking  Misc

 Interpreted Languages (Scripting languages)

 Visual Scripting (kismet, virtools)

 UI Design Tools (scaleform)

 Terrain Editors

 WYSIWYG vs. Compiled/Built

 Content Pipeline

 Workflow Complexity vs. Feature Necessity

 Procedural Placement

 Profilers

 Tools  Workflow  Dynamics  Audio  Rendering  Networking  Misc

 Documentation & Examples  Customer Support

 External Tool Support

 Version Control Support

 Realtime (Online) Collaboration

 Tools  Workflow  Dynamics  Audio  Rendering  Networking  Misc

 Animation  Physics  AI  Particle Systems

 Skeletal Animation

 Motion Capture

 Inverse Kinematics

 Animation  Physics  AI  Particle Systems

 Collision Events

 Rigidbody

 Softbody

 Vehicles

 Animation Physics

 Dynamic Destruction/Deformation

 Cloth

 Animation  Physics  AI  Particle Systems

 Node-Pathing

 Mesh-Navigation

 Group AI, Crowd Simulation

 Conversation System

 Complex AI Behaviours  Easily extendable?

 Animation  Physics  AI  Particle Systems

 Complexity  Types  Plane  Mesh (particle of emission)  Volumetric  Tools  Physics enabled

 Tools  Workflow  Dynamics  Audio  Rendering  Networking  Misc

 3D sound  Real-time sound-filters/effects  Event Cues  Interactive Music

 Tools  Workflow  Dynamics  Audio  Rendering  Networking  Misc

 Shading  Post-Processing  HDR  Lighting  Shadowing  Hardware Tesselation  “3D”

 Normal Mapping

 Parralax/Displacement Mapping

 Reflections (local/global)  Cubemap Nodes  Realtime

 Layered Texturing

 Volumetric Light Beams/Shafts

 Caustics

 Fog  Volumetric  Distance based  Layered (flat plane)

 And many, many, many more, for example:  es.html es.html

 Shading  Post-Processing  HDR  Lighting  Shadowing  Hardware Tesselation  “3D”

 FSAA / MSAA / FXAA

 Deferred Rendering (no translucency!)

 Depth of Field

 (Screen Space) Ambient Occlusion

 Color Grading

 Shading  Post-Processing  HDR  Lighting  Shadowing  Hardware Tesselation  “3D”

 o.a. Iris Simulation

 Shading  Post-Processing  HDR  Lighting  Shadowing  Hardware Tesselation  “3D”

 Forward vs. Deferred  Combinations

 Global Illumination

 Image Based Lighting

 Raytracing

 Shading  Post-Processing  HDR  Lighting  Shadowing  Hardware Tesselation  “3D”

 Dynamic Shadows

 Hard/Soft Shadows

 Projected Shadows

 Self-shadowing

 Tools  Workflow  Dynamics  Audio  Rendering  Networking  Misc

 Local Multiplayer

 Networked Multiplayer

 Dedicated Servers

 Massive Multiplayer (what is this?)

 Persistent Worlds vs. Arena Instance

 Phasing (dynamic instancing of persistent environments)

 Built-in Chat Clients

 Asset Streaming

 In-Game Cut Scenes  Video Cut Scenes  User Generated Content  Character Customization  User Generated Levels  Multi-core CPU/GPU Support

 Multiplatform != Cross-platform  Features per platform  Scalability

 Groepjes van 2  Neem een high-level pitch  Niet conventioneel  Bedenk het team dat het gaat maken  Geen perfect fit is meest interessant  Zoek 2 mogelijke (even goede) engines  Research er elk 1, combine and compare  Pro/con, strengths/weaknesses  +- 2 A4 verslag