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Title: Middleware in Game Development


1
Middleware in Game Development
Europe-China Workshop on E-Learning and Games
(Edutainment 2005)
  • Mr. Milo Yip (mcmilo_at_polyu.edu.hk)

2
Multimedia Innovation Centre
  • Research Development
  • Games Animation
  • Education and Internet Technologies
  • Hardware and Software Development
  • Traditional and New Media
  • Education
  • Master of Science in Multimedia and Entertainment
    Technology (MScMET)
  • Undergraduate (EIE, SD), High Diploma SPEED
    Courses

3
Overview
  1. Brief History of Game Development
  2. What Why Middleware?
  3. Middleware Taxonomy
  4. MSMOG Development Platform
  5. Q A

4
Brief History of Game Development
1.
5
Brief History (50s)
  • 1958 Tennis for Two
  • Willy Higginbotham (Brookhaven National
    Laboratories)
  • Analog Computer, Oscilloscope

6
Brief History (60s)
  • 1961 Spacewar
  • Steve Slug Russel at MIT
  • PDP-1 (USD120,000)

7
Brief History (70s)
  • 1972 Pong
  • Allan Alcorn at Atari
  • Entered home in 1975

8
Brief History (80s)
  • 1981 Pac-man
  • Atari
  • Atari 2600/Intellivision
  • 1982 Pac-man plus
  • Namco

9
Brief History (80s)
  • 1985 NES/FamiCom
  • Nitendo
  • Motorola 6502 (8-bit)
  • Popular Game Cartridge
  • Super Mario Bros.
  • Donkey Kong
  • Zelda

10
Brief History (90s)
  • 1991 Wolfenstein 3D
  • id Software (John Carmack)
  • PC (386 33Mhz), VGA
  • 1996 Tomb Raider
  • Eidos
  • PC (Pentium 133Mhz)
  • 4MB Ram
  • SVGA, 3D Acceleration
  • Windows 95

11
Brief History (Today)
  • Gaming Platforms
  • PC (Pentium 4, Display card with Shader 3.0)
  • Consoles
  • Sony Playstation 2
  • Microsoft XBox
  • GameCube
  • Mobiles
  • GameBoy Advance/DS
  • PDA (PalmOS, WindowsCE)
  • Mobile Phone (Symbian, J2ME)
  • Arcade

12
Brief History (Today)
  • Development Team Size Growth (estimate)
  • Lets see some real cases

Design Technical Artwork
50s-70s 1 1 1
80s 2 3 5
90s 3 5 10
Today 510 1020 2050
13
Black White
  • By Lionhead Studios
  • USD 5.7M budget
  • 25 full-time developers
  • 3 contractors
  • 3 years
  • 2M lines of code
  • In-house technology

14
Neverwinter Night
  • By Bioware Corp
  • 75 developers at peek (160 man-years of
    development)
  • 40 QAs
  • 5 sound contractors
  • 20 translators
  • 5 years
  • In-house technology

15
Splinter Cell (PS2 version)
  • By Ubisoft Entertainment
  • 76 full-time developers
  • 18 contractors
  • 5 months
  • Uses UnrealEngine as Middleware

16
What WhyMiddleware?
2.
17
What Middleware?
  • Middleware are software that supports application
    (game) development
  • Middleware provide the common functionalities of
    specific domain of applications (game)

Application
Application
Middleware
Operating System
Operating System
Hardware
Hardware
18
Why Middleware?
  • Prevent re-inventing the wheel
  • Game system becomes more and more complicated
  • real-time, interactive, networked, persisted,
    massive users, virtual reality system
  • Game development requires a vast domains of
    expertise nowadays
  • To use technologies with success stories

19
Why Middleware? (cont.)
  • Developing a game from ground up is
  • Expensive
  • Need to hire many domain experts
  • Train developers with latest technologies
  • Slow
  • Market changes rapidly
  • Publishers want shorter development time
  • Risky
  • Development of high-end technologies is very risky

20
Why Middleware? (cont.)
  • However, there are a few disadvantages
  • Licensing may be a big investment
  • Middleware may not be fully suitable to the
    project, customization may be needed
  • Difficult to integrate with existing assets
  • Developing in-house technologies makes
  • The game having unique features
  • Possible to re-use in future
  • Possible to sell to third parties (as middleware)

21
Middleware Taxonomy
3.
22
Middleware Taxonomy
  • Graphics Rendering
  • Audio Rendering
  • Physics Simulation
  • Artificial Intelligence
  • Multiplayer
  • Mathematics
  • Special (e.g. Plant, Planet synthesis)
  • All-in-one (3D Game Engine)

23
Middleware Taxonomy
  • Middleware products normally include
  • Application Programming Interface (API), normally
    in C/C
  • Runtime Components (e.g. DLLs)
  • Tools
  • Documentation
  • Examples
  • Some products are cross-platform

24
Graphics Rendering
  • Visual quality and fluency is very important to
    games
  • Most games nowadays requires 3D real-time
    computer graphics
  • Famous products
  • Criterions RenderWare Graphics

25
Graphics Rendering
  • Features
  • Lighting/Material, Shadowing
  • Scene Management (indoor/outdoor)
  • Camera Control
  • Animation (objects, character, facial)
  • Special Effects (particles, lens flare, etc)
  • Workflow Tools (e.g. exporting 3D models from 3D
    Studio Max, Maya)

26
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27
Audio Rendering
  • Audio in games has very important effect to
    gamers emotion
  • Famous products
  • RenderWare Audio

28
Audio Rendering
  • Features
  • Mono/Stereo playback
  • 3D Surround Sound Emulation
  • Effect filters (e.g. echo, chorus, reverb, etc.)
  • Streaming

29
Physics Simulation
  • Traditional games have little use of physics
    simulation
  • Collision Detection (preventing penetration among
    objects and environment)
  • Physics become more important in game development
    recently
  • Physics simulation add realism to games
  • Famous Products
  • Havok
  • Novedex
  • Open Dynamics Engine

30
Physics Simulation
  • Features
  • Collision Detection
  • Kinematics Simulation
  • Rigid-body Dynamics Simulation
  • Hinge, ball, slider joints
  • Special domains
  • Vehicle simulation
  • Ragdoll simulation

31
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32
Artificial Intelligence
  • Artificial Intelligence (AI) adds behavior to
    Non-Playable Characters (NPCs)
  • Behavior can be low- or high-level
  • Low-level behavior such as finding a path from
    current position to target is vital to games
  • High-level behavior such as decision making adds
    realism to human (or human-like) NPCs
  • Famous Products
  • Renderware AI

33
Artificial Intelligence
  • Features
  • World/Perception Modeling
  • Mobility (Where NPCs can move through)
  • Visibility (What NPCs can see)
  • Audibility (What NPCs can here)
  • Path-Finding
  • Behavior Modeling
  • Finite-State Machine (FSM)
  • Artificial Neural Network (ANN)
  • Rule-based Systems
  • Team Collaboration

34
Multiplayer
  • Multiplayer games continue to grow
  • Lobby Games
  • Massively Multiplayer Online Game (MMOG)
  • Multiplayer games are complicated to design and
    implement (relative to single player games)
  • In research, it is Networked Virtual Environment
    (NVE)
  • NVE can be applied on military simulation
  • Famous Products
  • Net-Z/Eterna
  • Terazona
  • Butterfly.net (Distributed Architecture)

35
Multiplayer
  • Features
  • Communication
  • TCP/UDP, Encryption, Compression
  • Session Management
  • Object
  • World Management, Transaction, Persistency
  • Remote Method Invocation (RMI)
  • Synchronization Management
  • Optimistic/Pessimistic
  • Dead-Reckoning Models
  • Interest Management (reduce synchronization
    traffic)
  • Lobby and User Management

36
Special - Plant
  • Plant simulation and rendering
  • Famous products
  • SpeedTreeRT
  • RealNAT

37
Special - Planet
  • Planet synthesis
  • Terrain, water, atmosphere, satellites
  • Very huge and detailed game worlds
  • Famous Products
  • MojoWorld (not yet provide as middleware for
    public licensing)

38
All-in-one (3D Game Engine)
  • 3D Game Engines provide all-in-one solutions to
    game development
  • Normally 3D Game Engines contain integrated
    workflow tools
  • Famous Products
  • Unreal Technology (Unreal Tournament)
  • Source Engine (Half-life 2)
  • Jupiter (No One Lives Forever)
  • Renderware Studio
  • NetImmerse

39
All-in-one (3D Game Engine)
  • Features
  • 3D Graphics/Audio Rendering
  • Input Handling
  • Graphical User Interface (GUI)
  • Physics Simulation
  • Artificial Intelligence
  • Script Engine
  • Integrated Tools
  • Multiplayer (for lobby type only)

40
MSMOG Development Platform
4.
  • http//micn.polyu.edu.hk/msmog/

41
MSMOG Development Platform
  • Mini-Scale Multiplayer Online Game Development
    Platform (MSMOG DP)
  • Funded by SME Development Fund (10/2003 - 3/2005,
    18 months, HKD 2M)
  • Developed by MIC, PolyU
  • Aimed at enabling game companies to develop
    MSMOGs in a more rapid, efficient, secure and
    affordable way

42
MSMOG
  • Types of online game nowadays
  • 2-16 players lobby game
  • 1000-10000 players Massively Multiplayer Online
    Game (MMOG), persist world
  • MSMOG is a new type of online game for
  • lt200 players in controlled network environment
    (e.g. Cyber café)
  • Fast interaction games (e.g. fighting, racing,
    sports)

43
MSMOG
  • Rationales for MSMOG
  • Asia have a huge number of cyber cafés
  • No games are designed for this market
  • New opportunity for Hong Kong game industry!

44
MSMOG
  • MSMOG DP is an all-in-one middleware for game
    development
  • MSMOG divides into two products
  • 3D Game Engine
  • Multiplayer Network Engine

45
MSMOG - 3D Game Engine
  • 3D Game Engine provides
  • 3D Graphics/Audio Rendering
  • Input Handling
  • Physics Simulation
  • Artificial Intelligence (AI)
  • Graphical User Interface (GUI)
  • Mathematics
  • Workflow Tools
  • All of them are tightly integrated

46
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47
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48
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49
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50
MSMOG Multiplayer Network Engine
  • The Multiplayer Network Engine supports
  • World Management
  • Interest Management
  • Communication
  • Synchronization
  • Persistency
  • Transaction
  • Current performance profile
  • 400 concurrent users at 20Hz sync.

51
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52
MSMOG DP - Applications
  • Benefits of using MSMOG DP
  • Latest high-end technologies
  • Reducing development cost, time and risk
  • Local support and training
  • Applications
  • Single player, Multiplayer games
  • Education/Edutainment software
  • 3D Simulation
  • Virtual/Mixed Reality applications

53
  • Auroral Snare Prototype
  • - 3D Multiplayer Action Game
  • - 3 MScMET Students FYP
  • 3 Months of Development
  • Using MSMOG Development Platform

54
Q A
5.
55
Thanks!
http//micn.polyu.edu.hk/msmog/
  • Welcome to visit MIC!
  • Please contact me or Ms. Cindy Yu
    (mccindy_at_polyu.edu.hk)
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