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Published byAdeline Sowl Modified over 10 years ago
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Welke overwegingen komen daar bij kijken?
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Multiplatform? Install base -> potential user base
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Interpreted vs. Compiled Scripted vs. Programmed Speed Flash 1 Java 10 C#100
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Features Compatibility Necessary modifications
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Tools Workflow Dynamics Audio Rendering Networking Misc
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Interpreted Languages (Scripting languages)
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Visual Scripting (kismet, virtools)
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UI Design Tools (scaleform)
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Terrain Editors
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WYSIWYG vs. Compiled/Built
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Content Pipeline
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Workflow Complexity vs. Feature Necessity
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Procedural Placement
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Profilers
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Tools Workflow Dynamics Audio Rendering Networking Misc
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Documentation & Examples Customer Support
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External Tool Support
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Version Control Support
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Realtime (Online) Collaboration
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Tools Workflow Dynamics Audio Rendering Networking Misc
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Animation Physics AI Particle Systems
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Skeletal Animation
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Motion Capture
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Inverse Kinematics
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Animation Physics AI Particle Systems
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Collision Events
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Rigidbody
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Softbody
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Vehicles
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Animation Physics
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Dynamic Destruction/Deformation
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Cloth
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Animation Physics AI Particle Systems
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Node-Pathing
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Mesh-Navigation
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Group AI, Crowd Simulation
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Conversation System
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Complex AI Behaviours Easily extendable?
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Animation Physics AI Particle Systems
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Complexity Types Plane Mesh (particle of emission) Volumetric Tools Physics enabled
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Tools Workflow Dynamics Audio Rendering Networking Misc
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3D sound Real-time sound-filters/effects Event Cues Interactive Music
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Tools Workflow Dynamics Audio Rendering Networking Misc
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Shading Post-Processing HDR Lighting Shadowing Hardware Tesselation “3D”
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Normal Mapping
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Parralax/Displacement Mapping
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Reflections (local/global) Cubemap Nodes Realtime
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Layered Texturing
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Volumetric Light Beams/Shafts
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Caustics
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Fog Volumetric Distance based Layered (flat plane)
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And many, many, many more, for example: http://udn.epicgames.com/Three/MaterialExampl es.html http://udn.epicgames.com/Three/MaterialExampl es.html
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Shading Post-Processing HDR Lighting Shadowing Hardware Tesselation “3D”
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FSAA / MSAA / FXAA
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Deferred Rendering (no translucency!)
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Depth of Field
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(Screen Space) Ambient Occlusion
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Color Grading
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Shading Post-Processing HDR Lighting Shadowing Hardware Tesselation “3D”
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o.a. Iris Simulation
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Shading Post-Processing HDR Lighting Shadowing Hardware Tesselation “3D”
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Forward vs. Deferred Combinations
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Global Illumination
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Image Based Lighting
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Raytracing
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Shading Post-Processing HDR Lighting Shadowing Hardware Tesselation “3D”
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Dynamic Shadows
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Hard/Soft Shadows
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Projected Shadows
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Self-shadowing
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Tools Workflow Dynamics Audio Rendering Networking Misc
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Local Multiplayer
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Networked Multiplayer
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Dedicated Servers
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Massive Multiplayer (what is this?)
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Persistent Worlds vs. Arena Instance
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Phasing (dynamic instancing of persistent environments)
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Built-in Chat Clients
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Asset Streaming
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In-Game Cut Scenes Video Cut Scenes User Generated Content Character Customization User Generated Levels Multi-core CPU/GPU Support
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Multiplatform != Cross-platform Features per platform Scalability
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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
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