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Gameplay Systems I

Gameplay Systems I. Softwaretechnologie II (Teil 2): Simulation und 3D Programmierung SS 2012 Prof. Dr. phil. Manfred Thaller Referent: Christian Weitz. Aufbau der Spielwelt. Elemente statisch/dynamisch Chunks Level, Map, Stage, Area, … High-Level Flow. Game Objects.

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Gameplay Systems I

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  1. Gameplay Systems I Softwaretechnologie II (Teil 2): Simulation und 3D Programmierung SS 2012 Prof. Dr. phil. Manfred Thaller Referent: Christian Weitz

  2. Aufbau der Spielwelt • Elemente statisch/dynamisch • Chunks • Level, Map, Stage, Area, … • High-Level Flow

  3. Game Objects • Objektorientierter Ansatz • Game Object Model • Menge von Klassen, Methoden und Beziehungen • Tool-Side Design vs. Runtime Design

  4. Data-Driven Game Engines • ~Antonym zu hardcoded Games • Spielverhalten durch Daten von Künstlern und Designern bestimmt

  5. Game World Editor Bildnachweis: http://thatgamedesignstudent.wordpress.com/2009/02/04/warcraft-iii-world-editor/

  6. Game World Editor • Chunks erstellen & verändern • Visualisieren • Navigation • Selektion • Layers • Property Grid • Object Placement & Alignment Aids • Special ObjectTypes • Laden/Speichern • Rapid Iteration • Integrated Asset Management Tools

  7. GameplayFoundation Systems • Runtimegameobject model • Streaming gameworlds • Updatinggameobjects in real time • Messaging / eventhandling • Scripting • High-levelgameflowmanagement

  8. Runtimegameobject model • Dynamicallyspawning/destroyingobjects • Linkagetolow-levelenginesystems • Real-time objectbehavioursimulation • Definenewobjecttypes • Unique objectIds • Game objectqueries • Game objectreferences • Finite statemachinesupport • Network replication • Saving / loadinggames / objectpersistence

  9. RuntimeObject Model Architectures • Object-centric vs. property-centric

  10. Object-Centric Architectures

  11. Object-Centric Architectures Probleme: • Verstehen, Verwalten und Modifizieren von Klassen • Multidimensionale Beziehungen • Bubble-Up Effect

  12. Object-Centric Architectures Mix-in Classes

  13. Object-Centric Architectures: Composition „is-a → „has-a“

  14. Object-Centric Architectures:Composition

  15. Property-Centric Architectures

  16. Property-Centric Architectures • Bessere Speichernutzung • Cache-freundlich ‚struct of arrays‘ • Unübersichtlich • Komplexes Verhalten schwieriger umzusetzen

  17. World Chunk Data Formats • Binary Object Images • Serialized Game Object Descriptions • Spawners and Type Schemas

  18. Loading & Streaming Game Worlds • Simple Level Loading • Air Locks • Game World Streaming • Spawning Objects • Saved Games

  19. Vielen Dank!

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