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Gameplay Systems ISoftwaretechnologie II (Teil 2): Simulation und 3D Programmierung SS 2012Prof. Dr. phil. Manfred ThallerReferent: Christian Weitz
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Aufbau der Spielwelt
•Elemente statisch/dynamisch•Chunks
▫Level, Map, Stage, Area, …•High-Level Flow
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Game Objects
•Objektorientierter Ansatz•Game Object Model
▫Menge von Klassen, Methoden und Beziehungen
•Tool-Side Design vs. Runtime Design
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Data-Driven Game Engines
•~Antonym zu hardcoded Games•Spielverhalten durch Daten von Künstlern
und Designern bestimmt
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Game World Editor
Bildnachweis: http://thatgamedesignstudent.wordpress.com/2009/02/04/warcraft-iii-world-editor/
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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
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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
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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
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Runtime Object Model Architectures
•Object-centric vs. property-centric
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Object-Centric ArchitecturesGameObject
MovableObject
RenderableObject
Vehicle
LandVehicle WaterVehicle
Car Motorcycle Truck Yacht HovercraftSpeedBoat
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Object-Centric Architectures
Probleme:•Verstehen, Verwalten und Modifizieren
von Klassen•Multidimensionale Beziehungen•Bubble-Up Effect
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Object-Centric Architectures
Mix-in Classes
GameObject
VehicleCharacter Weapon Item
Mhealth+GetHealth()+ApplyDamage()+IsDead()+OnDeath()
Mcarryable+PickUp()+Drop()+IsBeingCarried()
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Object-Centric Architectures: Composition„is-a → „has-a“ GameObject
MovableObject
RenderableObject
CollidableObject
AnimatingObject
PhysicalObject
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Object-Centric Architectures:Composition
Transform
MeshInstance GameObject
RigidBody
AnimationController
1 1
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Property-Centric ArchitecturesObject-Centric Property-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
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Property-Centric Architectures
+Bessere Speichernutzung+Cache-freundlich ‚struct of arrays‘
- Unübersichtlich- Komplexes Verhalten schwieriger
umzusetzen
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World Chunk Data Formats
•Binary Object Images•Serialized Game Object Descriptions•Spawners and Type Schemas
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Loading & Streaming Game Worlds•Simple Level Loading•Air Locks•Game World Streaming•Spawning Objects•Saved Games
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Vielen Dank!