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3D Game Studio

3D Game Studio. Xiaoming Li Qing Yang Cong Liu KeHao Zhang. Outline. Introduction Background Method Tutorial Introduction Examples Results Analysis References. Introduction.

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3D Game Studio

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  1. 3D Game Studio Xiaoming Li Qing Yang Cong Liu KeHao Zhang

  2. Outline • Introduction • Background • Method • Tutorial Introduction • Examples • Results Analysis • References

  3. Introduction • The game and entertainment industry plays an enormous role within the development and extensive usage of new technologies • A convergence between the fields of computer graphics and computer vision has been observed • This convergence has been motivated by the idea to create photorealistic visualizations of real world scenes in a computer

  4. Introduction (cont.) • 3D Gamestudio is a 3D computer game development system which allows users to create their own 3D applications and publish them royalty-free • It comes complete with a model editor, a world editor, and a script editor. • It also has an expansive texture collection, template scripts, and more, enough to create a simple 3D game

  5. Background(1) • Some issues of 3D video : • Recent technological make it seam feasible to lift the medium video onto a novel, an immersive level. • Data storage • Transmission technology • Presence of specialized graphics hardware • The algorithmic core of 3D video is formed by: • Methods for the reconstruction of shape • Appearance models of real-world scenes from video data • Algorithms for rendering them in real time

  6. Background (2) • Some issues of 3D video game design: • There is a recent increase in the number of game environments or engines that allow users to customize their gaming experiences by building and expanding game behavior • Real-time visualization of 3D data is already well established and also commercially successful in the entertainment industry, namely in the market of 3D video games • The number and complexity of visualization tools for analyzing and exploring data has increased dramatically

  7. Background (3) • 3D Game Engines are low-cost, networking support, collision detection, support for high frame rates per second, and entry level hardware requirement • These game engines include not only visualization functionality, but also offer physics, sound, network, artificial intelligence and graphical user interfaces to handle user in- and output. • These engines can be extended to build more serious applications at very little costs

  8. Method • The purpose of this project is to introduce you to 3D game studio by helping you create a small model. • 3D game studio is an excellent tool to quickly prototype and develop 3D graphics applications • No programming experience is required. • In this experiment we want to evaluate the usefulness of this tool to prototype and develop 3D graphics applications as curricula aids in their classrooms with 3D game studio.

  9. Tutorial Introduction 1. Download and install the 3D Game Studio by checking this link:http://download.conitec.net/gsdemo.exe2. Look at the tutorial for 3D game development. 3. Follow the tutorial, and run the simulation by yourself.4. Print the Questionnaire and give the choice for each item about the experiment process.

  10. An example: Create Static Flower Model • Open the Model Editor environment. • Click button • Click “All Programs” • Click “3D Game Studio” • Create a new model • Press File on the menu • Then click “New” • Or press “New” icon on the tool bar • Create a simple 3D object • Click “Object” on the menu • Click “Primitive” • click “Cylinders” • Select “Six-sided” • You will see the new six-sided cylinder in 3 dimensions • You drag the cylinder by mouse in different dimensions, and observe the motion

  11. Load an existed model • Load an existed model • Click “Object” on the menu • Click “Prefab” • Choosedirectory “Plants” • Choose “PETAL.WMP” • Click “OK”

  12. Modify the Model • Resize “Petal” • Click the petal to select it (notice it will turn to red) • Click “Mode” on the menu • Select “Object Scale” • Move your mouse to resize the Petal • Do the same to resize the Cylinder • Move “Petal” to the right place • Click the petal to select it • Click “Mode” on the menu • Select “Object Move” • Use your mouse to drag the Petal to the right place • Rotate “Petal” to the right place • Click the petal to select it • Click “Mode” on the menu • Select “Object Rotate” • Rotate the Petal in the right dimension • Different views will result in different rotation

  13. Color the Model • Click “Texture” on the menu • Click “Texture Manager” • Choose “Add WAD” • Choose “standard.wad” then Open • Click “OK” • Click “Texture” on the left workspace • Click “standard.wad” • Choose “Add WAD” • Drag the slider bar to find the greenplain texture • Click the one you choose • Select Cylinder • Notice it turns to red • Click the greenplain on the Texture Workspace • Notice the “Object” in Texture Workspace turns to green

  14. Run the Model • Press Build button • Click “OK” • Press Compile button • Click “OK” • You see the static 3D model • Use your Keyboard up and down to adjust the views • You can add more petals to this model, and to create a flower finally

  15. 3D Flower

  16. Another Example: Create A Motion Model • Open the Model Editor environment. • Click button • Click “All Programs” • Click “3D Game Studio” • Click “Model Editor” • ChooseGXL Objectwhen run at the first time • Choose both “Gxl2DX8A.dll” from 2-d and 3-d • Open a .wmp file created by GameStudio • Click “File” • Click “Open…” • Select file type “A5 Level File” • Select the file have been created by GameStudio • Save model as a MDL file • Click “Save” and then choose file type “MDL7” • Click “OK”

  17. Create a new frame • Click button • Add a new frame • Click “Edit” • Click “Add Frame…” • Set property of new frame • Select “use current frame” • Click “OK” • Move the object to a new position • Select the part tended to be moved • This part will become into red • Click button • Press left button and move the object • Click button to save this new frame • Play the motion • Click button to play the motion

  18. Results Analysis Fig. 1 The task was easy for me to learn and use

  19. Fig. 2 It was easy to get started

  20. Fig. 3 It was difficult to remember where some of the tools and commands were located

  21. Fig. 4 This task would be easy to complete by folks who don’t know much about computers

  22. Fig. 5 This system would be fun for building simulations

  23. Fig. 6 I have a good understanding of how to use this system to complete the task

  24. Fig. 7 Turning my ideas into working simulations was complicated

  25. Fig. 8 How many steps would this take to create a new object

  26. Fig. 9 Rule ordering was confusing Fig. 10 It was hard to recover from errors Fig. 11 I was able to use this system to turn my ideas into working simulations Fig. 12 I found the creation of rules for object behaviors confusing

  27. Fig. 13 The rules I created for objects’ behaviors were simple and natural Fig. 14 I am enthusiastic about creating new simulations

  28. Reference • 1. Matysczok, C., Radkowski, R., Berssenbruegge, J.. AR-bowling: immersive and realistic game play in real environments using augmented reality. Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology, Singapore (2004), 269  276 • 2. Tory, M., Moller, T., M. Stella Atkins, Arthur E. Kirkpatrick. Combining 2D and 3D views for orientation and relative position tasks. Conference on Human Factors in Computing Systems archive. Proceedings of the SIGCHI conference on Human factors in computing systems, Vienna, Austria (2004), 73  80 • 3. Kot, B., Wuensche, B., Grundy, J., Hosking, J.. Information visualisation utilising 3D computer game engines case study: a source code comprehension tool. Proceedings of the 6th ACM SIGCHI New Zealand chapter's international conference on Computer-human interaction: making CHI natural, Auckland, New Zealand (2005), 53  60 • 4. Lumbreras, M., Sánchez, J.. Interactive 3D sound hyperstories for blind children. Proceedings of the SIGCHI conference on Human factors in computing systems: the CHI is the limit, Pittsburgh, Pennsylvania, United States (1999) 318  325 • 5. Magy Seif El-Nasr, Brian K. Smith. Learning through game modding. Source Computers in Entertainment (CIE) archive Volume 4 , Issue 1 (January 2006) • 6. Bunyavipakul, M., Sallakachat, R. and Charoensilp, E., Integrating 3D Game. Engine to Online Interactive Presentation for Collaborative Design Work On Pda - Collaborative. Works Anytime, Anywhere, CAADRIA 2004. • 7. Shiratuddin, M.F. and Thabet, W. Virtual Office Walkthrough Using a 3D Game Engine, 2002, International Jour nal of Design Computing.

  29. Thank you! Any Question?

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