welke overwegingen komen daar bij kijken? multiplatform? install base -> potential user base
TRANSCRIPT
Methods of Development - Game Engines 4
Een nieuwe engine oppakken
Welke overwegingen komen daar bij kijken?
Geld
Platform
Multiplatform? Install base -> potential user base
Performance vs. Utility
Interpreted vs. Compiled Scripted vs. Programmed Speed
Flash 1 Java 10 C# 100
Genre
Features Compatibility Necessary modifications
Engine Features
Engine Features
Tools Workflow Dynamics Audio Rendering Networking Misc
Tools
Tools
Interpreted Languages (Scripting languages)
Tools
Visual Scripting (kismet, virtools)
Tools
UI Design Tools (scaleform)
Tools: Word Building Tools
Terrain Editors
Tools: Word Building Tools
WYSIWYG vs. Compiled/Built
Tools: Word Building Tools
Content Pipeline
Tools: Word Building Tools
Workflow Complexity vs. Feature Necessity
Tools: Word Building Tools
Procedural Placement
Tools
Profilers
Engine Features
ToolsWorkflow Dynamics Audio Rendering Networking Misc
Workflow
Documentation & Examples Customer Support
Workflow
External Tool Support
Workflow
Version Control Support
Workflow
Realtime (Online) Collaboration
Engine Features
Tools WorkflowDynamics Audio Rendering Networking Misc
Dynamics
Dynamics
Animation Physics AI Particle Systems
Dynamics: Animation
Skeletal Animation
Dynamics: Animation
Motion Capture
Dynamics: Animation
Inverse Kinematics
Dynamics
AnimationPhysics AI Particle Systems
Dynamics: Physics
Collision Events
Dynamics: Physics
Rigidbody
Dynamics: Physics
Softbody
Dynamics: Physics
Vehicles
Dynamics: Physics
Animation Physics
Dynamics: Physics
Dynamic Destruction/Deformation
Dynamics: Physics
Cloth
Dynamics
Animation PhysicsAI Particle Systems
Dynamics: AI
Node-Pathing
Dynamics: AI
Mesh-Navigation
Dynamics: AI
Group AI, Crowd Simulation
Dynamics: AI
Conversation System
Dynamics: AI
Complex AI Behaviours Easily extendable?
Dynamics
Animation Physics AIParticle Systems
Dynamics: Particle Systems
Complexity Types
Plane Mesh (particle of emission) Volumetric
Tools Physics enabled
Engine Features
Tools Workflow DynamicsAudio Rendering Networking Misc
Audio
3D sound Real-time sound-filters/effects Event Cues Interactive Music
Engine Features
Tools Workflow Dynamics AudioRendering Networking Misc
Rendering
Rendering
Shading Post-Processing HDR Lighting Shadowing Hardware Tesselation “3D”
Rendering: Shading
Normal Mapping
Rendering: Shading
Parralax/Displacement Mapping
Rendering: Shading
Reflections (local/global) Cubemap Nodes Realtime
Rendering: Shading
Layered Texturing
Rendering: Shading
Volumetric Light Beams/Shafts
Rendering: Shading
Caustics
Rendering: Shading
Fog Volumetric Distance based Layered (flat plane)
Rendering: Shading
And many, many, many more, for example: http://udn.epicgames.com/Three/Materia
lExamples.html
Rendering
ShadingPost-Processing HDR Lighting Shadowing Hardware Tesselation “3D”
Rendering: Post-processing
FSAA / MSAA / FXAA
Rendering: Post-processing
Deferred Rendering (no translucency!)
Rendering: Post-processing
Depth of Field
Rendering: Post-processing
(Screen Space) Ambient Occlusion
Rendering: Post-processing
Color Grading
Rendering
Shading Post-ProcessingHDR Lighting Shadowing Hardware Tesselation “3D”
Rendering: High Dynamic Range
o.a. Iris Simulation
Rendering
Shading Post-Processing HDRLighting Shadowing Hardware Tesselation “3D”
Rendering: Lighting
Forward vs. Deferred Combinations
Rendering: Lighting
Global Illumination
Rendering: Lighting
Image Based Lighting
Rendering: Lighting
Raytracing
Rendering
Shading Post-Processing HDR LightingShadowing Hardware Tesselation “3D”
Rendering: Shadowing
Dynamic Shadows
Rendering: Shadowing
Hard/Soft Shadows
Rendering: Shadowing
Projected Shadows
Rendering: Shadowing
Self-shadowing
Rendering: Hardware Tesselation
Rendering: 3D Support
Engine Features
Tools Workflow Dynamics Audio RenderingNetworking Misc
Networking
Local Multiplayer
Networking
Networked Multiplayer
Networking
Dedicated Servers
Networking
Massive Multiplayer (what is this?)
Networking
Persistent Worlds vs. Arena Instance
Networking
Phasing (dynamic instancing of persistent environments)
Networking
Built-in Chat Clients
Networking
Asset Streaming
Miscellaneous
In-Game Cut Scenes Video Cut Scenes User Generated Content
Character Customization User Generated Levels
Multi-core CPU/GPU Support
Multiplatform Support
Multiplatform != Cross-platform Features per platform Scalability
Opdracht
Groepjes van 2 Neem een high-level pitch
Niet conventioneel Bedenk het team dat het gaat
maken Geen perfect fit is meest interessant
Zoek 2 mogelijke (even goede) engines
Research er elk 1, combine and compare Pro/con, strengths/weaknesses
+- 2 A4 verslag