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Game Development

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Game Development. Software Engineering Process. Jeffrey C. King. CIS4914 Senior Project. 23 April 2001. and the. Summary. Motivation. Buggy Games. Release Delays ... – PowerPoint PPT presentation

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Title: Game Development


1
Game Development
and the
Software Engineering Process
Jeffrey C. King
CIS4914 Senior Project
23 April 2001
2
Summary
  • Motivation
  • Buggy Games
  • Release Delays
  • Maintenance Difficulties
  • Problem
  • No Design Plan
  • Unknown Dependencies / Emergent Behavior
  • Code Duplication
  • Frequent Rework
  • Solution
  • Formal Design
  • Modularity
  • Reusability
  • Robustness
  • Documentation

3
Literature Sources
Alan Watt and Fabio Policarpo, 3D Games
Real-time Rendering and Software Technology. ACM
Press, New York, NY, 2001.
Andrew Rollings and Dave Morris, Game
Architecture and Design. Coriolis Group,
Scottsdale, AZ, 2000.
Charles Bloom, VIPM (Progressive Meshes),
http//208.55.130.3/3d/techdocs/vipm.txt (current
21 March 2001)
DeLoura, Mark, ed., Game Programming Gems.
Charles River Media, Rockland, MA, 2000.
Mason Woo, Jackie Neider, Tom Davis and Dave
Shreiner, OpenGL Programming Guide. Addison
Wesley, Reading, MA, 1999.
H. Hoppe, Computer Graphics (SIGGRAPH 1997
Proceedings), pages 189-198.
H. Hoppe, IEEE Visualization 1998, October 1998,
pages 35-42.
Sommerville, Ian, Software Engineering, Pearson
Education, Essex, GB2, 2001.
Tim C. Schröder, glVelocity, http//glvelocity.gam
edev.net (current 21 March 2001)
Tomas Möller and Eric Haines, Real-Time
Rendering. A.K. Peters, Natick, MA, 1999.
4
Work Performed
  • Prototypes
  • Software Requirements Specification
  • Main Application
  • Camera
  • Landscape
  • Waterscape
  • Scene Management
  • BSP Constructor

5
Results
Program Overview
6
Results
DEFINES NoMouse variable indicates that
the mouse cursor should not be drawn.
noMouse TRUE END DO_RIGHT translateX -
cos(rotateY) translateZ -
sin(rotateY) END DO_LEFT translateX
cos(rotateY) translateZ
sin(rotateY) END DO_UP translateX -
sin(rotateY) translateZ cos(rotateY)
translateY sin(rotateX) END
DO_DOWN translateX sin(rotateY)
translateZ - cos(rotateY) translateY -
sin(rotateX) END DO_LOOK_VERTICAL rotateY
move_vertical END DO_LOOK_HORIZONTAL
rotateX - move_horizontal END DO_ALT_UP
translateZ - 1.0 END DO_ALT_DOWN
translateZ 1.0 END
Camera Script (FPS)
7
Results
8
Results
9
Conclusions and Future Work
  • Conclusions
  • Game Development benefits from Software
    Engineering practices
  • Overhead is negligible
  • Future Work
  • Level of Detail
  • Curved Surfaces
  • Indoor Scenes (Portals and PVS)

10
Questions and Answers
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