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Games Fundamentals Introduction

Games Fundamentals Introduction. Jarek Francik Kingston University 2 February 200 7 1 February 2008 6 February 2009 5 February 2010 4 February 2011. Outline…. Facts Games Fundamentals – what is it about? Why not Flash? Why C++? Why Mathematics? Why Physics? Outline Helicopter.

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Games Fundamentals Introduction

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  1. Games FundamentalsIntroduction Jarek Francik Kingston University 2February 2007 1 February 2008 6 February 2009 5 February 2010 4 February 2011

  2. Outline… • Facts • Games Fundamentals – what is it about? • Why not Flash? • Why C++? • Why Mathematics? • Why Physics? • Outline • Helicopter

  3. Facts • Dr Jaroslaw (Jarek) Francik – Yarekjarek@kingston.ac.ukoffice: SB 318office hours: Thu 2 – 3, Fri 10-11 • Dr Vasilis Arguriouvasilis.argyriou@kingston.ac.uk office: SB 106office hours: t.b.a. • Helpers:Mr. Ali AlinejadMr. Joshua Mee Mr. Alex RobsinsonMr. Jan Wilk

  4. Facts • Lectures & Workshops: Fri 12 – 4 pm SB 124/127 2 hrs lecture + 2 hrs workshop, flexible1 hour lunch break in the middle

  5. Games Fundamentals • Essential background in applied mathematics... • ...and physics • for Games Developers • Strong focus on practical engineering aspects • Taught by example: real problems typically encountered during games development process

  6. Module Goals, Learning Outcomes, Indicative Curriculum • see Module Guide...

  7. Core Text • Wendy Stahler, Fundamentals of Math and Physics for Game Programmers, Pearson Prentice Hall 2006

  8. Core Text • Michael Dawson, Beginning C++ through game programming, Cengage Learning 2010

  9. Supplementary Reading: Mathematics • John Flynt and Boris Meltreger, Beginning Math Concepts for Game Developers, Thomson Course Technology2006. • Christopher Tremblay, Mathematics for Game Developers, Thomson Course Technology 2004 • James M. Van Verth, Lars M. Bishop, Essential Mathematics for Games & Interactive Applications. A Programmer’s Guide, Morgan Kaufmann, 2004

  10. Supplementary Reading: Physics • Ian Millington, Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game. 2nd edition, Morgan Kaufmann 2010. • David M. Bourg, Physics for Game Developers, O’Reilly 2002 • David H. Eberly, Game Physcis, Morgan Kaufmann, 2004

  11. Supplementary Reading: Programming • Erik Yuzwa, François D. Laramée, Learn C++ by Making Games. Charles River Media 2007 • Bjarne Stroustrup, The C++ Programming Language (any edition).

  12. Assessment • coursework 50% • examination 50%

  13. Why not Flash? • Flash is excellent for small games • Flash is good for Internet games • No serious big game is written in Flash • Large-scale project need professional approach to programming, not just a scripting • C++ • Java

  14. Games in Java? Java in Games? • Java is too slow for games programming • Java has memory leaks • Java is too high-level • Java application instalation is a nightmare • Java isn’t supported on games consoles • No one uses Java to write real games • Sun isn’t interested in supporting Java gaming

  15. Games in Java? Java in Games? • Java is too slow for games programming • Java has memory leaks • Java is too high-level • Java application instalation is a nightmare • Java isn’t supported on games consoles • No one uses Java to write real games • Sun isn’t interested in supporting Java gaming MYTHS

  16. Games in Java? Java in Games? • Java is too slow for games programming • True in 1996. • JDK 1.0 was 20 – 40 times slower than C++ • J2SE 5.0 is typically 1.1 times slower • Bottleneck is somewhere else (3D hardware, the net) • Java has memory leaks • Java is too high-level • Java application instalation is a nightmare • Java isn’t supported on games consoles

  17. Games in Java? Java in Games? • Java is too slow for games programming • Java has memory leaks • garbage collection • Java is too high-level • Java application instalation is a nightmare • Java isn’t supported on games consoles • No one uses Java to write real games • Sun isn’t interested in supporting Java gaming

  18. Games in Java? Java in Games? • Java is too slow for games programming • Java has memory leaks • Java is too high-level • J2SE 1.4: full-screen exclusive mode (FSEM) • JNI: Java Native Interface • JInput: Game Controller API • until DOOM it was C/C++ what was considered too high level • Java application instalation is a nightmare • Java isn’t supported on games consoles

  19. Games in Java? Java in Games? • Java is too slow for games programming • Java has memory leaks • Java is too high-level • Java application instalation is a nightmare • just use a good installation software (install4j) • code bloat (eg. JRE = 15 MB) but... which of modern games is less than, say, 600MB? • Java isn’t supported on games consoles • No one uses Java to write real games

  20. Games in Java? Java in Games? • Java is too slow for games programming • Java has memory leaks • Java is too high-level • Java application instalation is a nightmare • Java isn’t supported on games consoles • well, this one is (still) true... • rumours on porting JVM to PS2 – nothing released • No one uses Java to write real games • Sun isn’t interested in supporting Java gaming

  21. Games in Java? Java in Games? Puzzle Pirates Chrome Law and Order II Kingdom of Wars Alien Flux Runescape Star Wars Galaxies • Java is too slow for games programming • Java has memory leaks • Java is too high-level • Java application instalation is a nightmare • Java isn’t supported on games consoles • No one uses Java to write real games • Sun isn’t interested in supporting Java gaming

  22. Games in Java? Java in Games? MOBILE GAMES • Java is too slow for games programming • Java has memory leaks • Java is too high-level • Java application instalation is a nightmare • Java isn’t supported on games consoles • No one uses Java to write real games • Sun isn’t interested in supporting Java gaming

  23. Games in Java? Java in Games? • Java isn’t supported on games consoles • No one uses Java to write real games • Sun isn’t interested in supporting Java gaming • full-scren mode • faster I/O, memory mapping • nanosecond timers (v. 5.0) • Java 3D • Java Media Framework • Java Communications API • Java Games Profile

  24. Why not C++? • Java is better for education • CISM policy anyway you are strongly advised to learn C++ which is widely used in industry • C++ • On-line Games • Java

  25. Why not C++? • Java is better for education • CISM policy anyway you are strongly advised to learn C++ which is widely used in industry • C++ • On-line Games • Java fortunately, I don’t have to answer this question now...

  26. Why Mathematics? • Geometry – a tool for drawing graphical elements in 2D and 3D • Calculations make the player experience more life-like eg. rules of perspective 3D animation

  27. Why Physics? fall down accelerate hit go throw break fly ride rotate dig swim shoot aim strike bounce drive catch explode reflect jump run kick sail

  28. Outline • Introductory Lecture (this one) • C++ Basics: Introducing Your Game Engine • Maths Basics • Thales Theorem and Perspective in 3D • Roll and Fall: Playing with the Laws of Motion • Collisions, Momentum and Energy • Resistance and Mechanics of Cars • Explosions • Physics Engine • Physics of Rotational Motion

  29. Demo: Applying Physics to Helicopter

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