1 Contents  Audio  Sprite  Input devices  Game production milestones  Course summary.

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Presentation transcript:

1 Contents  Audio  Sprite  Input devices  Game production milestones  Course summary

 Sounds FX  WAV audio files  Load into memory and play it  Load  Play  Stop  Pause  2D or 3D  3D should be integrated into scene management  APIs  DirectSound  Direct3DSound  DirectMusic 2 Audio (1/3)

 Music  CD audio  Sound tracks on CD  Play by sound card  No system overhead  MP3  MPEG  Decode with CPU cost  MIDI  Instrument tempo  Very compact  WAV  Streaming data  Load / play / load / play ….  APIs  DirectMusic 3 Audio (2/3)

 The Most Non-important Part of the Domestic Games.  Most Company Is Outsourcing to the Music Studio.  Do the Audio Production When Game Is Testing (  ).  The Audio Budget is Poor.  On PC, Most Gamer Have Great Graphics Card But with Onboard Sound Card.  But It’s Total Different on Console Games.  On Xbox, 5.1 Sound Tracks + Dolby Digital( 杜比數碼 ) ….  Audio Should Be Another Entertainment Element in Living Room. So, … 4 Audio (3/3)

 Integrated into Scene Management System  CPU Bound Consideration  Be aware the re-calculated frame rate 5 3D Audio Listener Top direction Face direction Audio source direction Inside cone outside cone

 Bit-Mapped Images  Sprites  A set of image sequences to describe a 2D object  Playback the image (animation) to simulate the motion of the 2D object  Clips  A look of a sprite at some time 6 2D Sprite System – An Introduction Clip Sprite

 Hot Spots Affect the Rendering Order 7 Hot Spot of A Sprite Hot-spot A sprite x y z Hot spot coordinate screen Rendering order weight: z > y > x

 Describe the Geometry Relationship of Sprites 8 Hierarchy of Sprites Parent Sprite (+10,+2) (+2,+2) (+40,+15) (0,0)

 User Interface  2D Sprite Characters in Real-time 3D World  Cursors  In the Near Future :  2D sprites support from API will disappear  After DX8 -> No DirectDraw any more  Use transformed polygons with textures to simulate the bit-mapped images  Chinese font set will suffer the resolution 9 2D Sprite Applications in Modern 3D Games

 Mouse  Only on PC  2D device  Mouse movement in (x, y) axes  Behaviors  Mouse moving  Mouse button pressed  Mouse button released  Dragging  Double-click  “God view” Keyboard Key combination, e.g. control key + other key 10 Input Devices – Mouse + Keyboard

11

 Gamepad  Special buttons on one input device  Analog controllers  Joystick  Value ranging from 0 – 255  Digital controllers  Buttons  Value = 0 or 1  Force feedback  Console games mostly  “First personal view”  “Third personal view” 12 Input Devices - Gamepad

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 Keyboard  ASCII characters input  Hotkeys  Key pressed or released  Can be mapped to gamepad  A very large gamepad ? 14 Input Devices - Keyboard

 DirectInput  Mouse  Keyboard  Gamepad  Win32 SDK  Window messages  WM_XXXXXX  Mouse  Keyboard 15 Input Devices - APIs

 Current Released  DirectX 9.0c (Update December 2004)   Components  Direct Graphics (9)  Direct3D (9)  2D functionality & helper move to Direct3D extension (D3DX)  DirectDraw (7)  No longer recommended  DirectSound (9)  DirectInput (8)  DirectPlay (8)  Will have new update through 12/31, 2004 (?)  DirectMusic (8)  DirectShow (8) 16DirectX

 Current Released  DirectX 9.0c (Update December 2004)   Components  DirectX Graphics (9)  Direct3D (9)  2D functionality & helper move to Direct3D extension (D3DX)  DirectDraw (7)  No longer recommended  DirectSound (9)  DirectInput (8)  DirectPlay (8)  Will have new update through 12/31, 2004 (?)  DirectMusic (8)  DirectShow (8) 17DirectX

 2D vs 3D  DirectDraw is no longer existing  Use textures for images  Use D3DXSprite interface  Local game companies’ hurt!  Shaders vs Fixed Rendering Pipeline  GPU impact  DirectX vs OpenGL  DirectX -> OpenGL  No 2D any more  Much easier to code  OpenGL -> DirectX  Shader extension  More rendering features for textures 18 Something about DirectX

 Milestones  1. “Walk through”  2. “Combat system” without FX & AI  3. Add NPC AI  4. Add FX  5. Cheat code system  6. Levels  7. Add village system  Major map  Village ……  8. Add cut scenes 19 Game Production Milestones

 This is a basic course for game programming.  Learn the process to develop a game.  Some necessary skills & knowledge for 3D game programming.  Remember Hero’s Journey! It will repeat itself in other places.  Programming assignments for working with Ogre3D and integrating sound effects into games.  They are pieces of code of a game engine.  Game programming can be very tough but you can enjoy it!  Now, finish the project to see the whole view!  Next steps for you to take action :  Game engine programming  Network game programming 20Summary

 You might need an API for you to program a game.  Not just based on DirectX or OpenGL or Ogre3D…  The game software is pretty complicated compared to the other software development  Different fields of expert involved  Game designers  Creativity  2D/3D artists  Visual art  Not-very-friendly platforms  Most of the players are not the same level  But they still want to have the same game playing quality  PC, consoles, …  The game programming is very fun. You create your own world! 21Conclusion

 Game Developer Magazine  Game Developer Conference   Game Programming Gems  AI Game Programming Wisdom  Real-time Rendering, 2 nd Edition  AK Peters  Microsoft DirectX, OpenGL, Ogre3D  Programming Vertex and Pixel Shaders  Charles River Media, Wolfgan Engel  Siggraph Courses & Proceedings 22 Some Suggested Reference