UFCEKU-20-3Web Games Programming Tile-based and Isometric Worlds.

Slides:



Advertisements
Similar presentations
Fundamentals of Engineering
Advertisements

Tilemaps In tilemap games, the graphics consist of a small number of images, called tiles, that align with each other Tilemap can be bigger than screen.
Using 2D sprite with OpenGL 2003 team Koguyue. Overview Motivation and basic concepts Advantages with using OpenGL Basic requirements of implementation.
2D Platform Games: Tiles & Scrolling
1-Point Perspective Drawings
Introduction Games have always been a fundamental part of human life. Space storm “ عاصفة الفضاء” is a 3D SCI-FI game that consists of two stages presented.
IS660Z Programming Games Using Visual Basic Overview of Cannonball.
Design principles.
Video Game Design Lesson 1. Game Designer Person involved in the development of a video game Person involved in the development of a video game Usually.
ENTC 1110 Multiview Drawings.
UFCEKU-20-3Web Games Programming Shockwave 3D Environment and Lingo Scripting Basics.
Advanced Visualization Techniques
CIS Game Design I Chapter 6 and 7 Blake Farrugia 10/24/2011.
UFCEKU-20-3Web Games Programming Game Physics for Collisions and Reactions.
Lecture 5 Monday, 29 June ENGINEERING GRAPHICS 1E7 Lecture 5: Isometric Projections.
Visualization and Graphics Introduction
Chapter 3 Adding Images in HTML. Agenda Understanding Web Page Images Prepare Your Images for the Web Insert an Image Specify an Image Size Add Alternative.
ISOMETRICS Isometric means “equal in measure” and refers to the fact that the three receding axes are tilted at 30°. Isometric drawings are constructed.
Sky Rendering The actual physics is very complicated and costly to calculate. Several cheap approaches for very distant skies: –Constant backdrop –Skybox.
Extrusion Rev: , AJP Extrude.
 graphic organizers in the form of illustrations or images displayed in sequence for the purpose of pre-visualizing a motion picture, animation, motion.
SpotOn Game App Android How to Program © by Pearson Education, Inc. All Rights Reserved.
MATH 306 Chapter 1.
Tutorial 7 Working with Multimedia. New Perspectives on HTML, XHTML, and XML, Comprehensive, 3rd Edition 2 Objectives Explore various multimedia applications.
Metrology 1.Perspective distortion. 2.Depth is lost.
Tutorial 7 Working with Multimedia. New Perspectives on HTML, XHTML, and XML, Comprehensive, 3rd Edition 2 Objectives Explore various multimedia applications.
Visual Examples of Line in Everyday Life.  A line is an identifiable path of a point moving in space. It can vary in width, direction and length.  It.
1 Perception, Illusion and VR HNRS 299, Spring 2008 Lecture 8 Seeing Depth.
Multimedia Animation. Animation Principles Persistence of vision object seen by human eye remains mapped on retina for a brief time after viewing display.
Computer Graphics Zhen Jiang West Chester University.
Lesson 3: Arrays and Loops. Arrays Arrays are like collections of variables Picture mailboxes all lined up in a row, or storage holes in a shelf – You.
ELEC 106 FUNDAMENTALS OF ELECTRICAL ENGINEERING Engineering Drawing.
EF101 Analysis & Skills Module 1
CS COMPUTER GRAPHICS LABORATORY. LIST OF EXPERIMENTS 1.Implementation of Bresenhams Algorithm – Line, Circle, Ellipse. 2.Implementation of Line,
Unit 5 Shap Description (Orthographic Projection) نظرية الأسقاط.
Repetition: Definite Loops Sec 53 Web Design. Objectives The Student will: Understand loops and why they are used Understand definitive loops Know how.
Quality Indicator Horizon Line ~ In perspective this line is drawn across the canvas at the viewer's eye level. It represents the line in nature.
Visual Basic.NET BASICS Lesson 11 List Boxes, For Next Loops, and Label Settings.
1 PTT 105/3: Engineering Graphics. TAXONOMY OF PLANAR GEOMETRIC PROJECTIONS PTT 105/3: Engineering Graphics 2 Planar Geometric Projections Parallel Multiview.
Chapter 6 – Pictorial Sketching
Fall UI Design and Implementation1 Lecture 13: Animation.
Repetition: Definite Loops Alice. Repetition In many kinds of animations, especially simulations and games, some actions happen again and again. Example:
Construct 2 Game Development for Kids Platformer Tutorial: Part 1 Shahed Chowdhuri.
Section 2 Drafting Techniques and Skills
Orthographic Projection ENGR 1182 Graphics 03. Today’s Objectives  Creating Orthographic Projections Basics Hidden Lines  GP03 In-Class Activity  GP03.
1 SheetCourse: Engineering Graphics 1504Memorial University of Newfoundland Engineering Graphics 1504 Lecture 2 – General Sketching Objectives l Lines.
3D Pictorials. Isometric PictorialOblique Pictorial.
PROJECTIONS PROJECTIONS 1. Transform 3D objects on to a 2D plane using projections 2 types of projections Perspective Parallel In parallel projection,
Susan Ibach | Technical Evangelist Sage Franch | Technical Evangelist.
In pairs... Arrange the counters on the table in front of you. One person must cover one eye and the other must nominate a counter for her to touch. Touch.
Depth Edge Freehand Height Line Weight Plane Sketch
Multi-view & pictorial sketching concepts
Three Dimensional Viewing
“Transformations Using Scratch”
Transformations.
CS 134 More Graphics.
Dimensional Trivia Clark, Savon White, James Simpson, Sabrina
Sketching.
Three-Dimensional Concepts. Three Dimensional Graphics  It is the field of computer graphics that deals with generating and displaying three dimensional.
Animation Scrolling Screens.
The Seven Magic Words of Drawing
2.00 Explain and demonstrate basic sketching skills and techniques.
Planar Geometric Projection Classes
Physics-based simulation for visual computing applications
PERSPECTIVE DRAWING.
Viewing (Projections)
Introduction to Perspective Projection
MTA-4201 Game Programming Chapter 8 : Scrolling Background & Font
LINEAR PERSPECTIVE Linear Perspective is a technique used to represent three-dimensional images on a two-dimensional picture plane. Linear Perspective.
Game Programming Algorithms and Techniques
Presentation transcript:

UFCEKU-20-3Web Games Programming Tile-based and Isometric Worlds

UFCEKU-20-3Web Games Programming Agenda Simulating depth in 2D Principles of tile-based worlds Isometric game worlds

UFCEKU-20-3Web Games Programming Simulating Depth in 2D Parallax Scrolling with multiple distance planes Varying colour and brightness of depth planes gives illusion of receding background and thus simulates depth in the z plane Nearer planes scroll faster

UFCEKU-20-3Web Games Programming Simulating Depth in 2D Parallax distance scrolling with simulated direction in the z plane x z y

UFCEKU-20-3Web Games Programming Tile Based Worlds

UFCEKU-20-3Web Games Programming Principles of Tiled Worlds Tile based worlds consist of a finite grid of x width and y height individual tiles Game world may be closed or wrapped and may feature scrolling beyond screen boundaries Each tile in the world may have several alternative sprite images and tile states that initiate events in the main game loop Traditional computer games programming would refer to a sprite sheet which is mapped to individual tiles and changes the image according to game logic

UFCEKU-20-3Web Games Programming Tile Worlds in 2D

UFCEKU-20-3Web Games Programming Tile Worlds in 2D

UFCEKU-20-3Web Games Programming Tile Grid Construction Use a nested for-loop to create tile grid in x and y loop for all grid values of x // outer loop loop for all grid values of y // inner (nested) loop create tile object at position (x,y) // x = 1 loopend for(i = 1; i <= 10; i++){ for (j = 1; j <= 10 ; j++){ // code to add and place the game tile at grid position i j // game tile would be an object with properties to determine visual // appearance and logic state } // end inner loop } // end outer loop

UFCEKU-20-3Web Games Programming Perspective Viewpoint and Isometric World View

UFCEKU-20-3Web Games Programming Creating an Illusion of 3D

UFCEKU-20-3Web Games Programming True 3D Perspective Vanishing Points Vanishing Point

UFCEKU-20-3Web Games Programming True 3D Perspective Vanishing Points Vanishing Points

UFCEKU-20-3Web Games Programming The Isometric World View Parallel Lines

UFCEKU-20-3Web Games Programming Adding a Z Plane to the World View

UFCEKU-20-3Web Games Programming x y object view Where are the objects in the z plane ? y x z

UFCEKU-20-3Web Games Programming x y object view and z depth view y x z

UFCEKU-20-3Web Games Programming Rotating 30 0 around the x axis

UFCEKU-20-3Web Games Programming Rotating 45 0 around the y axis

UFCEKU-20-3Web Games Programming Isometric World View rotate x 30 0 and y 45 0

UFCEKU-20-3Web Games Programming Isometric World View rotate x 30 0 and y 45 0

UFCEKU-20-3Web Games Programming Isometric World View rotate x 30 0 and y 45 0 Animation Here

UFCEKU-20-3Web Games Programming Where to Place Objects in the New Coordinate System

UFCEKU-20-3Web Games Programming Placing Objects in the Isometric Coordinate System

UFCEKU-20-3Web Games Programming Isometric World Game View Achieved

UFCEKU-20-3Web Games Programming Tile Worlds in Isometric 3D

UFCEKU-20-3Web Games Programming Designing the Isometric Game World Make tiles easily repeatable by matching the edges

UFCEKU-20-3Web Games Programming Designing the Isometric Game World Create tiles that can be varied easily

UFCEKU-20-3Web Games Programming Designing the Isometric Game World Creating seamless tiled game worlds

UFCEKU-20-3Web Games Programming Populating the Game Grid with XML

UFCEKU-20-3Web Games Programming Isometric Game

UFCEKU-20-3Web Games Programming Further Reading Flash MX 2004 Game Design has an excellent coverage of 2D and 3D tile based world and Isometric 3D Flash MX 2004 Magic Project Five covers implementing simulated 3D using quarternions