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Software Engineering Lab
Outline ●
2D Graphics
●
3D Graphics
●
Content Pipeline
Software Engineering Lab
2D Graphics ●
●
●
● ●
The content of the screen is stored as a 2D array. The size of the array is determined by –
The resolution of the screen
–
The color model
0,0
We can draw to the screen by changing the values of the 2D array.
2,3
This is called raster graphics.
Software Engineering Lab
5,0
4,5 0,6
Color Modes ●
Various color models are used in videogames –
Palletized 16/256 colors
–
RGB (red/green/blue)
–
RGBA (RGB/alpha)
Example of a 256 colors image.
Software Engineering Lab
Sprites and Backgrounds ●
2D videogames are composed of sprites and backgrounds.
Software Engineering Lab
Solution ●
●
Sprites are the small fast moving elements of a game. –
Characters
–
Enemies
–
Vehicules
Sprites are often stored as sprite sheets.
Software Engineering Lab
Megaman X sprite sheet.
Backgrounds ●
Backgrounds are the large slow moving elements of a game.
Megaman Zero backgrounds Software Engineering Lab
Tile Maps ●
To save storage space, 2D games often use tile maps to store backgrounds and large characters.
Tile Studio Software Engineering Lab
Demo ●
Strider
Software Engineering Lab
3D Graphics ●
●
●
The content of the screen is stored as a list of polygons. A camera determines the point of view on the scene. Using the camera and polygon information, the computer (or the graphic card) determines which polygon can be seen and how to draw them.
Software Engineering Lab
3D Model ●
●
The first step is to build the model using basic polygonal shapes. This collection of polygon is called a mesh. Quake 2 model in 3DS Max 4
Software Engineering Lab
Texturing Models ●
●
We can break the model into surfaces so we can texture it. There exist many kinds of texture: –
Texture Map
–
Light Map
–
Bump Map
Software Engineering Lab
Texture Maps ●
Texture maps determine the base color of your model.
Software Engineering Lab
Light Maps ●
Light maps define how light sources interact with textures.
x
Texture map
Software Engineering Lab
=
Light map
Shadow
Bump Maps ●
Bump maps store the normal values (vector) of a surface, allowing the 3D engine to create surface effects.
Software Engineering Lab
Animation (Keyframe) ●
●
First, you need to define a bone structure for your model. You then need to define how those bones can move. –
Rotation on the x,y,z axis.
Bone structure on Blender Software Engineering Lab
Animation (cont.) ●
●
You can create movement by defining the position of the bone at key moments (frames). The engine interpolates the movements of the other frames using the values of the key frames.
Software Engineering Lab
Modeling Environments ●
Modeling environments is similar to modeling characters.
Software Engineering Lab
Worldcraft
Camera Positioning ●
Correct placement of the camera is a key element in 3D game. –
Trivial in a 1st person shooter
–
Very difficult to do in a 3rd person adventure game.