There are two types of images primary and secondary
Primary images
A primary image means that it is an original image. It means it is a record of event written, spoken or photograph by a eyewitness or near the time of the event. It also means recorded by first hand knowledge of the facts.
This is a image of the original Mona Lisa which is in a museum in paris. This is an example of primary imagery because it is the original Mona lisa which makes it a primary image; however this is took by someone so it is secondary image because it is not the original and not took near the time of the painted was finished. This also can stop copy right because you will be about to tell between primary and secondary imagery.
Secondary images
A secondary image means that it is not a original. It is a written record of the event that was created long after the event occurred. Usually by someone not directly associated with the event.
Secondary sources is mainly photographs because they are taken after you have already captured the moment in reality.
When i research concept art i use them for ideas to create my own ideas which then would be primary imagery because it is different from the original.
Thursday, 23 January 2014
Tuesday, 7 January 2014
Monday, 6 January 2014
Evaluation of project
Overall i enjoyed this project and how it was based on horror. It was a challenge to create a map following the different ways a horror map is presented however i think i create a small but good map that followed most of the horror genre features. I think that my drawing were good and i came up with some ideas for each phobia. I liked using all the different types of medias and learning how to use different techniques when applying them to paper.
Through out the project i came across a lot of challenges. It was very hard a first to get to grips and understand the basic of UDK. I had to research sometimes on how to do certain things within udk because it was difficult and always a challenge however I was progressing and learning different bit as i was going along.
This is an image of my kismet, this is one of the thing which i struggled with and took some time to get to grips with. I went on the internet and research how to add a torch into the game, also how to add moving doors. However i had to ask my tutor for help because i struggled to make to wall come together and kill you on kismet. It took some time to figure out but in the end my tutor showed me an example of in in udk which helped me a lot.
Overall i think that my project went well and i have learnt the basics of udk and how kismet is a big part within it. I still find kismet hard for a few thing but i have been practicing and figuring out thing for my self. If i had to do this project again i would make my map a bit longer so it was not as short and easy to play, even though the project was about how i could use udk and what i have learnt from it. I would also add more jump scares. I would also come up with some more initial ideas and development of ideas to help me come up with more ideas for my map.
Through out the project i came across a lot of challenges. It was very hard a first to get to grips and understand the basic of UDK. I had to research sometimes on how to do certain things within udk because it was difficult and always a challenge however I was progressing and learning different bit as i was going along.
This is an image of my kismet, this is one of the thing which i struggled with and took some time to get to grips with. I went on the internet and research how to add a torch into the game, also how to add moving doors. However i had to ask my tutor for help because i struggled to make to wall come together and kill you on kismet. It took some time to figure out but in the end my tutor showed me an example of in in udk which helped me a lot.
Overall i think that my project went well and i have learnt the basics of udk and how kismet is a big part within it. I still find kismet hard for a few thing but i have been practicing and figuring out thing for my self. If i had to do this project again i would make my map a bit longer so it was not as short and easy to play, even though the project was about how i could use udk and what i have learnt from it. I would also add more jump scares. I would also come up with some more initial ideas and development of ideas to help me come up with more ideas for my map.
Feed back from level testing.
Tester: Alex
What rating would you give the game out of 5 and why?
4/5
What did you find good about the game?
The setting was good, nicely populated. The metal statues
are ominous and I felt like something was going to happen involving them.
What could be needed for improvements?
Make it a bit longer so you can include more scares, maybe
use more sounds to build up tension as terror is worse than horror as a
feeling. Didn’t get that the phobia was claustrophobia.
Overall what did you like about the game and why?
What I already said.
Horror game test sheet
Name: Reece Foster
Tester: Arran
What rating would you give the game out of 5 and why?
4.5 This is because it is well done but there could be some
improvements made.
What did you find good about the game?
I thought the sounds in the game were good. The map made me
feel claustrophobic which the level was designed for.
What could be need for improvements?
There could be more challenges rather than just walking.
Overall what did you like about the game and why?
I thought overall the map was good and well done. The jump
scare was good and the wall crush at the end was a nice addition.
Tester: Ashely
What rating would you give the game out of 5 and why?
3 because it made me feel claustrophobic in the small areas
What did you find good about the game?
I liked the graveyard it adds tension
What could be need for improvements?
More jump scares
Overall what did you like about the game and why?
It was good, a lot of claustrophobia and darkness
Tester: Karl
What rating would you give the game out of 5 and why?
3.9
What did you find good about the game?
The use of sound and only one jump scare which is good as
too many jump scares can bore players and there is good tension
What could be need for improvements?
More lighting
Overall what did you like about the game and why?
Good level, good sounds and good use of the player moving
around a course e.g the crouching and dropping to a new level.
Horror game test sheet
Name: Reece Foster
What rating would you give the game out of 5 and why?
4, because it had a lot of depth and the theme was kept
consistent throughout.
What did you find good about the game?
I liked the claustrophobic feel of the map when the walls
close in.
What could be need for improvements?
More challenges in the game (e.g. jump puzzles)
Overall what did you like about the game and why?
I liked how the phobia was kept consistent and the house had
an abandoned feel.
Horror game test sheet
Name: Reece Foster
What rating would you give the game out of 5 and why?
4 because of the intensity I felt while playing. It made me
feel like there would be something horrifying just around the corner
What did you find good about the game?
The game had good uses of different effects like the visual
effects and also the audio one’s. also the statues were positioned well so I
felt like they were going to do something.
What could be need for improvements?
The level is very short and the ending was disappointing.
Overall what did you like about the game and why?
Yeah it was good.
After all of the feed back a review of my level i plan to improve the level by adding more jump scares such as statues in many places and make the environment of the game feel more horror themed.
Evaluation on types of medias
After using the types of medias i was going to use, i found that it was easy to use after a while and i learnt what the purpose of them were and how i should use them when applying them to paper.
I chose to use photoshop, charcoal and pencil in the end for my final three piece for my horror environment.
Charcoal was hard to use at first because, i kept on smudging it and having to tidy up my work every so often. However after a few times practicing with it i finally got to grips with how it was applied to the paper and what techniques i had to use when using this type of media. I found it a little bit hard working out how much pressure to apply to the page. The charcoal pencils are great for creating a dark horror scene so if found it much more easier than using watercolours. I will use them in the future for dark objects and images because i found that that is what their purpose is for and they are great for it.
I also used photoshop for one of my other final pieces. I enjoyed this style of media the most because, it was very interesting to use and was very self explanatory. I really enjoyed using a wacom tablet because it was very different but it took a while to get used to but i enjoyed it in the end. I helped me to create a dark environment with lots of unusual shapes because the software had a variety of tools and features which allowed me to do that.
However i had a few problems throughout this software. First of all i had to restart five times because i did not get used to using layers, because when i did the out line of the environment and had to shade with colours however, every time i tried to colour in the blank spaces and go close to the outlines, i kept on going over them and ruining the template. However after i got to grips with using layer i found it easy and simple to use. I will use photoshop in the future not just for drawing but also editing images and coming up with ideas. It is a great piece of software to use when coming up with your own ideas or editing other images to make your own. It is a piece of software that allows your imagination to run wild and express it thoughts.
My finally media that i used was pencil. I used pencil for my last choice because i wanted my final piece of work to be up to a high standard and have a detailed image to it which a pencil allows you to do. I enjoyed using pencil because it is one of my most favorite media to use because i understand the purpose of using it and the techniques which are involved. I like pencil because it is a great tool to blend with and gives off a smooth and fine finish.
However the only down side and problem i had when using pencil is , when blending and smudging the graphite in the paper, if you pressed to hard you can leave a mark and will not be able to get it out which happened to me, so i had to start again.
I would use pencil in the future for detail drawings and for drawing out quick ideas like a brain storm. It is also useful for bring the image to life with coloured pencils.
I chose to use photoshop, charcoal and pencil in the end for my final three piece for my horror environment.
Charcoal was hard to use at first because, i kept on smudging it and having to tidy up my work every so often. However after a few times practicing with it i finally got to grips with how it was applied to the paper and what techniques i had to use when using this type of media. I found it a little bit hard working out how much pressure to apply to the page. The charcoal pencils are great for creating a dark horror scene so if found it much more easier than using watercolours. I will use them in the future for dark objects and images because i found that that is what their purpose is for and they are great for it.
I also used photoshop for one of my other final pieces. I enjoyed this style of media the most because, it was very interesting to use and was very self explanatory. I really enjoyed using a wacom tablet because it was very different but it took a while to get used to but i enjoyed it in the end. I helped me to create a dark environment with lots of unusual shapes because the software had a variety of tools and features which allowed me to do that.
However i had a few problems throughout this software. First of all i had to restart five times because i did not get used to using layers, because when i did the out line of the environment and had to shade with colours however, every time i tried to colour in the blank spaces and go close to the outlines, i kept on going over them and ruining the template. However after i got to grips with using layer i found it easy and simple to use. I will use photoshop in the future not just for drawing but also editing images and coming up with ideas. It is a great piece of software to use when coming up with your own ideas or editing other images to make your own. It is a piece of software that allows your imagination to run wild and express it thoughts.
My finally media that i used was pencil. I used pencil for my last choice because i wanted my final piece of work to be up to a high standard and have a detailed image to it which a pencil allows you to do. I enjoyed using pencil because it is one of my most favorite media to use because i understand the purpose of using it and the techniques which are involved. I like pencil because it is a great tool to blend with and gives off a smooth and fine finish.
However the only down side and problem i had when using pencil is , when blending and smudging the graphite in the paper, if you pressed to hard you can leave a mark and will not be able to get it out which happened to me, so i had to start again.
I would use pencil in the future for detail drawings and for drawing out quick ideas like a brain storm. It is also useful for bring the image to life with coloured pencils.
Types of medias for my project
I research and used different types of medias in college so i could get familiar with them and understand the techniques on how to use them. I used a variety of medias such as pencil, charcoal, watercolours, alcohol pens, pastels and Photoshop. At home i also used watercolour pencils which was much more harder to use then watercolours.
Charcoal has many different key attributes. The charcoal is a very soft a brittle media which allows you to blend the charcoal into paper and create variety of different tones. This is a great media for a dark background and making two dark colours blend together to create smooth and professional finish.
Watercolours have a very unique style when using them. Use have to be careful on how much water you use so it does not ruin the page. They have to be dealt with care and use small strokes with a fine paint brush. They are good for creating a blended effect for a environment or scene.
Alcohol pens are great for creating a watered out look effect. The dark tones allow you to create images such as silhouettes. They have types of tips so you can get in small corners and can use them for large spaces such as silhouettes.
Pencil is a very popular and easy media to use. Pencil is great for fine detail art and blending two colours or tones together to make them contrast.
This is an image of a charcoal background. As you can see charcoal is easy to blend with and can create dark spaces and light with flow smoothly throughout the environment.
Charcoal has many different key attributes. The charcoal is a very soft a brittle media which allows you to blend the charcoal into paper and create variety of different tones. This is a great media for a dark background and making two dark colours blend together to create smooth and professional finish.
Watercolours have a very unique style when using them. Use have to be careful on how much water you use so it does not ruin the page. They have to be dealt with care and use small strokes with a fine paint brush. They are good for creating a blended effect for a environment or scene.
Alcohol pens are great for creating a watered out look effect. The dark tones allow you to create images such as silhouettes. They have types of tips so you can get in small corners and can use them for large spaces such as silhouettes.
Pencil is a very popular and easy media to use. Pencil is great for fine detail art and blending two colours or tones together to make them contrast.
This is an image of a charcoal background. As you can see charcoal is easy to blend with and can create dark spaces and light with flow smoothly throughout the environment.
Research: Mood board, Phobias and Brain storm.
This is my mood of horror environment where phobias have taken place.
I have looked at all the types of phobias which horror scenes/environments have in them. The phobias that i looked at are Claustrophobia, Achluophobia, Dementophobia, Acrophobia, Xenophobe.
These are the main five phobias which i found when researching and they gave my some ideas for my horror environment project.
Claustrophobia is where some does not like to be in small of tight places where they can't get out which makes they feel like they can't breath and is trapped. This is shown by the image at the top left of my mood board.
I have came up with some instal ideas from this research and have drew out some concept piece which show tight narrow corridors, small rooms, lifts and a brick room. The brick room is a good example of claustrophobia because brick is solid which a human can not break with physical force so they feel like they are trapped and can not get out.
Achluophiba is where some one who has a fear of dark places and always like places to be lite up. I have gave to examples of this on my mood board. I came up with some initial drawing ideas and made a grave yard with a bridge to another place. This gives the feel of the dark is hiding something in the distance which makes you think what it is and you feel scared.
Dementophobia is the fear of going mad/insane. When researching about this I came up with some initial ideas where different environments look different and usual which give the viewer a though of are they going insane. This scares a lot of people in reality and I have shown and image of a red rose with blood coming out of it, and also a man with mouths on his hand.
Acrophobia is the fear of heights and is one of the most common phobias people have. After I researched about this phobia and found some images of people standing on cliffs and high places I came up with some initial ideas. I drew out a bridge going from one place to another and high up. Also a walk way around a cliff which is narrow. This shows how I have used the fear oh heights in
different ways and how it could be used in a horror environment. The heights gives you a thought of what is below you and how high up you are.
Xenophobia is the fear of the unknown and the power of supernatural. This phobia was great for giving me ideas because this phobia was easy to like with the other phobias which gave me other ideas. I came up for my initial ideas a grave yard which was fog, these gives the user a sense of fear and fright and makes they not want to go any closer into the mystery of the unknown.
After researching all these phobias it has helped me out on thinking about ideas which I could use to develop and also add into my game.
I have looked at all the types of phobias which horror scenes/environments have in them. The phobias that i looked at are Claustrophobia, Achluophobia, Dementophobia, Acrophobia, Xenophobe.
These are the main five phobias which i found when researching and they gave my some ideas for my horror environment project.
Claustrophobia is where some does not like to be in small of tight places where they can't get out which makes they feel like they can't breath and is trapped. This is shown by the image at the top left of my mood board.
I have came up with some instal ideas from this research and have drew out some concept piece which show tight narrow corridors, small rooms, lifts and a brick room. The brick room is a good example of claustrophobia because brick is solid which a human can not break with physical force so they feel like they are trapped and can not get out.
Achluophiba is where some one who has a fear of dark places and always like places to be lite up. I have gave to examples of this on my mood board. I came up with some initial drawing ideas and made a grave yard with a bridge to another place. This gives the feel of the dark is hiding something in the distance which makes you think what it is and you feel scared.
Dementophobia is the fear of going mad/insane. When researching about this I came up with some initial ideas where different environments look different and usual which give the viewer a though of are they going insane. This scares a lot of people in reality and I have shown and image of a red rose with blood coming out of it, and also a man with mouths on his hand.
Acrophobia is the fear of heights and is one of the most common phobias people have. After I researched about this phobia and found some images of people standing on cliffs and high places I came up with some initial ideas. I drew out a bridge going from one place to another and high up. Also a walk way around a cliff which is narrow. This shows how I have used the fear oh heights in
different ways and how it could be used in a horror environment. The heights gives you a thought of what is below you and how high up you are.
Xenophobia is the fear of the unknown and the power of supernatural. This phobia was great for giving me ideas because this phobia was easy to like with the other phobias which gave me other ideas. I came up for my initial ideas a grave yard which was fog, these gives the user a sense of fear and fright and makes they not want to go any closer into the mystery of the unknown.
After researching all these phobias it has helped me out on thinking about ideas which I could use to develop and also add into my game.
Friday, 3 January 2014
Game Engine case study Rework horror. Unit 67: M1,M2 Unit68:M1
Red= Improvements
What is a game engine?
A game engine is a piece of software that allows you to design and create a game simply without going through the trouble to hard coding it. A game engine allows you to add models and objects into the engine which will then allows you to use them in the game. They still have to code some of the game but it is not all coding and can do it to their liking. A game engine allows you to create high quality games, and also game engines have may different tools to use so the possibilities of making objects and maps and endless. The Unreal Development Kit allows to create all different kinds of genre games and and has updated technology which allows you to create industry standard games.
Different gaming aspects?
There are many types of tools and aspects in a game engine. Graphics rendering, Animation systems, AI, Physics and Sound. These are the main aspects in a game engine and these are basically the core features for making a game without these you can not make a high standard and quality game.
Graphics rendering
Graphics rendering is a tool in a game engine that allows you to add objects and images, and turn them into pixels which allows you to see them when playing a game. When you are playing a game you can change the resolution, this means that graphics rendering takes place and depending on what the settings are the rendering will take place and make a certain amount of pixels. The more pixels there are the more high quality and detailed the image will be. When rendering a object in a 3D software you need to make sure that all the faces of the polygon is selected so you can UV map it and start to unfold the mesh.
Animation Systems
Animation Systems is a tool within a game, that allows you to make a rendered object move in the way you programmed it. you can move individual parts of an object to make it as realistic as possible. If there was no animation involved in a game engine you would not be able to move different parts of the character in the game. The software Maya is great example for animation because you have to move the model/rig and set a frame for a certain amount of seconds. It is not
AI
AI stands for Artificial intelligence. This means that AI is used to stimulate human like intelligence such as the behavior of a human. AI is a robotic copy of a character in a game. This allows the game to come to life and make you feel like you are in game with a real life person. Without AI's in a game there would be not campaign which is the filling of the game. You also need AI's to test certain things with a game such as seeing if the bullet will destroy a certain objects.
Physics
Physics engine is a computer software that allows you to create object to do certain thing that would happen in reality, such as adding a collision to a object to you can't go through it. Also Physics engine focuses how a person moves and makes decisions. This is where physics engine allows you to do that to an object and bring it to life to make the game look as real as possible, such as when making a character's arm move, move it so it looks like it has a bone structure such as a elbow or shoulder.
Sound
Sound is a key feature in a game engine. Sound brings every game to life a makes you feel like you are the character in the game. There are many types of sounds you can add into a game to make it come to life. When creating a game in a game engine, you can add sound to individual aspects such as, the sound of the movement, the environment of the game and so on. Without sound i think that you would not get the same thrill and enjoyment as you would without sound.
There are many types of game engines such as 3D, 2D and mobile game engines.
3D Game Engines
3D game engines are more advanced and have more features than any others. Games these days are mostly done on a 3d game engine. 3D game engines are the most popular type of game engines such as UDK Frostbite and the Cry engine are all 3D. These are used to create high resolution games and also provides the best game graphic quality. A lot of console and pc games are made form 3d game engines.
2D Game Engines
2D game engines are mainly used to create most platform games such as the mario games and sonic. They have not as many tools and features but still do the job. The graphics are not as great because they are not in three dimensional and don't need as much quality. 2d game engines and generally used to create most indie and arcade games. Mario and other platform games come under these types of genre.
Mobile Game Engines
Mobile game engines can be 2D or 3D, however they are used to create most of your apps for your phones and tablets. The mobile game engines allow you to create many different types of game but wont be up to the high quality standard as most pc and console games. They are still done on a computer. Udk is a great example for this because udk can be used for a 3d and mobile game engines software which is a bonus and has many features.
All of these features i have spoken about are extremely important because without them you would not be able to create a game. They are all linked together so for example if one of though element is not in the game engines it would not combine together and create a full potential game.
Red= Improvements
Collision Detection
Collision Detection usually refers to the computational problem of when two or more objects collide with each other. While it is most often associated with its use in Video Games and other Physical Simulations, it also has applications in Robotics. For example in a game you have to have collisions on certain items because if you don't the player could just walk out of the map and crash the game, so when the game company's are going to release a new game for retail they have game tester that will test certain points over and over again to make sure the collision of each object is correct and that there are no bugs.
These are to examples to explain how collision works in reality and in a computer generated game.
The first image shows that in game collision have to be precise and programmed to not allow certain object pass through another object at certain speeds. As shown on the first image, in one frame the object has skipped the collision detection because of how quick it was travelling so they need to be more precise in creating the collision and not set it to default for certain objects and test/evaluate each fault. I looked into the software i am going to use which is UDK and i found out that the model which is going to have the collision has to be created in Maya and imported into UDK because it allows a much more precise collision and will stop all objects passing through each other at certain speeds,movement and much more.
However i the second image i have chose, is a group of snooker balls. This is a good example to show how collision works, because when to balls get hit together they bounce of each other and don't pass through other object if solid. So when creating collisions on a game engine they need to make sure that everything is precise and acts like it would in reality.
Culling Methods
There are many different kinds of culling methods within game engines however the main ones that are constantly used when creating game are Occlusion culling, Back face culling, View Frustum culling and Portal based culling. Culling means to not render anything that is not necessary to optimize the full potential
Occlusion culling
Occlusion culling is when you are rendering an object but it cant be seen because they have been obscured by other objects so you use Occlusion to disable the process. The Occlusion process will go through the scene by the camera and then camera will show what parts will be seen in the scene so it can be removed and not rendered.
Back face culling
Back face culling is used when there are to many polygons in a scene and it works out which ones are not facing the viewer because they are not necessary if you cant see them. Getting ride of the polygon faces you cant see helps you render the object and gets rid of memory traffic that could build up.
View Frustum culling
View Frustum culling is when objects are left outside of the viewing Frustum so it gets cut of f so the geometries bounding volume is outside the view of what you can see.
Portal based culling
Portal based culling is where a 3d scene can be split up into cells and joined together by portals. portal culling works best in 3D scene where objects are not clear/visible such as a dark cave or a foggy environment. The camera will render a room however because there are visible portals in the room it will start to render the room behind it because of the size of the Frustum.
The importance of game engines and how they have such a big impact in life.
Game engines also have a huge impact on life and many people don't realize. Half of the UK (33 million) play video games on a day to day bases. Game engines allow use to create 3D models and 2D environments which we could never do before. Without game engines there would be less jobs out there, less people on internet because of no games and a lot of people would not be able to be creative and express there thoughts and come up with the latest games out there today.
Game engines can create games to tell a piece of history and let you interact with it. For example 'Call of duty world at war' is a game which is fun to play, however it tells you the history of the second world war and how the Nazi army started to conquer different parts of the world. This example shows me that game engines can create a documentary about history which is not boring and allows younger ages to understand clearer and interact.
Game engines are all ways around us because they can make animations and TV adverts which is a big thing in the TV industry because they make money from putting they on TV so they need game engines. Game engines mainly are for creating game but some other things as well.
Billions of pounds goes into new game engines and company's making them because it is such as big trade and it is slowly becoming on of the most demanding jobs to be in out there.
What is a game engine?
A game engine is a piece of software that allows you to design and create a game simply without going through the trouble to hard coding it. A game engine allows you to add models and objects into the engine which will then allows you to use them in the game. They still have to code some of the game but it is not all coding and can do it to their liking. A game engine allows you to create high quality games, and also game engines have may different tools to use so the possibilities of making objects and maps and endless. The Unreal Development Kit allows to create all different kinds of genre games and and has updated technology which allows you to create industry standard games.
Different gaming aspects?
There are many types of tools and aspects in a game engine. Graphics rendering, Animation systems, AI, Physics and Sound. These are the main aspects in a game engine and these are basically the core features for making a game without these you can not make a high standard and quality game.
Graphics rendering
Graphics rendering is a tool in a game engine that allows you to add objects and images, and turn them into pixels which allows you to see them when playing a game. When you are playing a game you can change the resolution, this means that graphics rendering takes place and depending on what the settings are the rendering will take place and make a certain amount of pixels. The more pixels there are the more high quality and detailed the image will be. When rendering a object in a 3D software you need to make sure that all the faces of the polygon is selected so you can UV map it and start to unfold the mesh.
Animation Systems
Animation Systems is a tool within a game, that allows you to make a rendered object move in the way you programmed it. you can move individual parts of an object to make it as realistic as possible. If there was no animation involved in a game engine you would not be able to move different parts of the character in the game. The software Maya is great example for animation because you have to move the model/rig and set a frame for a certain amount of seconds. It is not
AI
AI stands for Artificial intelligence. This means that AI is used to stimulate human like intelligence such as the behavior of a human. AI is a robotic copy of a character in a game. This allows the game to come to life and make you feel like you are in game with a real life person. Without AI's in a game there would be not campaign which is the filling of the game. You also need AI's to test certain things with a game such as seeing if the bullet will destroy a certain objects.
Physics
Physics engine is a computer software that allows you to create object to do certain thing that would happen in reality, such as adding a collision to a object to you can't go through it. Also Physics engine focuses how a person moves and makes decisions. This is where physics engine allows you to do that to an object and bring it to life to make the game look as real as possible, such as when making a character's arm move, move it so it looks like it has a bone structure such as a elbow or shoulder.
Sound
Sound is a key feature in a game engine. Sound brings every game to life a makes you feel like you are the character in the game. There are many types of sounds you can add into a game to make it come to life. When creating a game in a game engine, you can add sound to individual aspects such as, the sound of the movement, the environment of the game and so on. Without sound i think that you would not get the same thrill and enjoyment as you would without sound.
There are many types of game engines such as 3D, 2D and mobile game engines.
3D Game Engines
3D game engines are more advanced and have more features than any others. Games these days are mostly done on a 3d game engine. 3D game engines are the most popular type of game engines such as UDK Frostbite and the Cry engine are all 3D. These are used to create high resolution games and also provides the best game graphic quality. A lot of console and pc games are made form 3d game engines.
2D Game Engines
2D game engines are mainly used to create most platform games such as the mario games and sonic. They have not as many tools and features but still do the job. The graphics are not as great because they are not in three dimensional and don't need as much quality. 2d game engines and generally used to create most indie and arcade games. Mario and other platform games come under these types of genre.
Mobile Game Engines
Mobile game engines can be 2D or 3D, however they are used to create most of your apps for your phones and tablets. The mobile game engines allow you to create many different types of game but wont be up to the high quality standard as most pc and console games. They are still done on a computer. Udk is a great example for this because udk can be used for a 3d and mobile game engines software which is a bonus and has many features.
All of these features i have spoken about are extremely important because without them you would not be able to create a game. They are all linked together so for example if one of though element is not in the game engines it would not combine together and create a full potential game.
Red= Improvements
Collision Detection
Collision Detection usually refers to the computational problem of when two or more objects collide with each other. While it is most often associated with its use in Video Games and other Physical Simulations, it also has applications in Robotics. For example in a game you have to have collisions on certain items because if you don't the player could just walk out of the map and crash the game, so when the game company's are going to release a new game for retail they have game tester that will test certain points over and over again to make sure the collision of each object is correct and that there are no bugs.
These are to examples to explain how collision works in reality and in a computer generated game.
The first image shows that in game collision have to be precise and programmed to not allow certain object pass through another object at certain speeds. As shown on the first image, in one frame the object has skipped the collision detection because of how quick it was travelling so they need to be more precise in creating the collision and not set it to default for certain objects and test/evaluate each fault. I looked into the software i am going to use which is UDK and i found out that the model which is going to have the collision has to be created in Maya and imported into UDK because it allows a much more precise collision and will stop all objects passing through each other at certain speeds,movement and much more.
However i the second image i have chose, is a group of snooker balls. This is a good example to show how collision works, because when to balls get hit together they bounce of each other and don't pass through other object if solid. So when creating collisions on a game engine they need to make sure that everything is precise and acts like it would in reality.
Culling Methods
There are many different kinds of culling methods within game engines however the main ones that are constantly used when creating game are Occlusion culling, Back face culling, View Frustum culling and Portal based culling. Culling means to not render anything that is not necessary to optimize the full potential
Occlusion culling
Occlusion culling is when you are rendering an object but it cant be seen because they have been obscured by other objects so you use Occlusion to disable the process. The Occlusion process will go through the scene by the camera and then camera will show what parts will be seen in the scene so it can be removed and not rendered.
Back face culling
Back face culling is used when there are to many polygons in a scene and it works out which ones are not facing the viewer because they are not necessary if you cant see them. Getting ride of the polygon faces you cant see helps you render the object and gets rid of memory traffic that could build up.
View Frustum culling
View Frustum culling is when objects are left outside of the viewing Frustum so it gets cut of f so the geometries bounding volume is outside the view of what you can see.
Portal based culling
Portal based culling is where a 3d scene can be split up into cells and joined together by portals. portal culling works best in 3D scene where objects are not clear/visible such as a dark cave or a foggy environment. The camera will render a room however because there are visible portals in the room it will start to render the room behind it because of the size of the Frustum.
The importance of game engines and how they have such a big impact in life.
Game engines also have a huge impact on life and many people don't realize. Half of the UK (33 million) play video games on a day to day bases. Game engines allow use to create 3D models and 2D environments which we could never do before. Without game engines there would be less jobs out there, less people on internet because of no games and a lot of people would not be able to be creative and express there thoughts and come up with the latest games out there today.
Game engines can create games to tell a piece of history and let you interact with it. For example 'Call of duty world at war' is a game which is fun to play, however it tells you the history of the second world war and how the Nazi army started to conquer different parts of the world. This example shows me that game engines can create a documentary about history which is not boring and allows younger ages to understand clearer and interact.
Game engines are all ways around us because they can make animations and TV adverts which is a big thing in the TV industry because they make money from putting they on TV so they need game engines. Game engines mainly are for creating game but some other things as well.
Billions of pounds goes into new game engines and company's making them because it is such as big trade and it is slowly becoming on of the most demanding jobs to be in out there.
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