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Veröffentlicht von:Ernust Heiter Geändert vor über 10 Jahren
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Gameplay Systems I Softwaretechnologie II (Teil 2): Simulation und 3D Programmierung SS 2012 Prof. Dr. phil. Manfred Thaller Referent: Christian Weitz
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Aufbau der Spielwelt Elemente statisch/dynamisch Chunks Level, Map, Stage, Area, … High-Level Flow 2
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Game Objects Objektorientierter Ansatz Game Object Model Menge von Klassen, Methoden und Beziehungen Tool-Side Design vs. Runtime Design 3
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Data-Driven Game Engines ~Antonym zu hardcoded Games Spielverhalten durch Daten von Künstlern und Designern bestimmt 4
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Game World Editor Bildnachweis: http://thatgamedesignstudent.wordpress.com/2009/02/04/warcraft-iii-world-editor/ 5
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Game World Editor Chunks erstellen & verändern Visualisieren Navigation Selektion Layers Property Grid Object Placement & Alignment Aids Special Object Types Laden/Speichern Rapid Iteration Integrated Asset Management Tools 6
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Gameplay Foundation Systems Runtime game object model Streaming game worlds Updating game objects in real time Messaging / event handling Scripting High-level game flow management 7
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Runtime game object model Dynamically spawning/destroying objects Linkage to low-level engine systems Real-time object behaviour simulation Define new object types Unique object Ids Game object queries Game object references Finite state machine support Network replication Saving / loading games / object persistence 8
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Runtime Object Model Architectures Object-centric vs. property-centric 9
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Object-Centric Architectures 10
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Object-Centric Architectures Probleme: Verstehen, Verwalten und Modifizieren von Klassen Multidimensionale Beziehungen Bubble-Up Effect 11
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Object-Centric Architectures Mix-in Classes 12
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Object-Centric Architectures: Composition is-a has-a 13
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Object-Centric Architectures: Composition 14
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Property-Centric Architectures Object-CentricProperty-Centric Object1 Position = (0, 3, 15) Orientation = (0, 43, 0) Position Object1 = (0, 3, 15) Object2 = (-12, 0, 8) Object2 Position = (-12, 0, 8) Health = 15 Orientation Object1 = (0, 43, 0) Object3 = (0, -87, 10) Object3 Orientation = (0, -87, 10) Health Object2 = 15 15
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Property-Centric Architectures +Bessere Speichernutzung +Cache-freundlich struct of arrays Unübersichtlich Komplexes Verhalten schwieriger umzusetzen 16
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World Chunk Data Formats Binary Object Images Serialized Game Object Descriptions Spawners and Type Schemas 17
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Loading & Streaming Game Worlds Simple Level Loading Air Locks Game World Streaming Spawning Objects Saved Games 18
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Vielen Dank! 19
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