3d game studio
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3D Game Studio. Xiaoming Li Qing Yang Cong Liu KeHao Zhang. Outline. Introduction Background Method Tutorial Introduction Examples Results Analysis References. Introduction. - PowerPoint PPT PresentationTRANSCRIPT
3D Game Studio3D Game Studio
Xiaoming LiXiaoming Li
Qing YangQing Yang
Cong LiuCong Liu
KeHao ZhangKeHao Zhang
OutlineOutline
IntroductionIntroduction BackgroundBackground MethodMethod Tutorial IntroductionTutorial Introduction ExamplesExamples Results AnalysisResults Analysis ReferencesReferences
IntroductionIntroduction
The game and entertainment industry plays an enormous role The game and entertainment industry plays an enormous role within the development and extensive usage of new within the development and extensive usage of new technologiestechnologies
A convergence between the fields of computer graphics and A convergence between the fields of computer graphics and computer vision has been observedcomputer vision has been observed
This convergence has been motivated by the idea to create This convergence has been motivated by the idea to create photorealistic visualizations of real world scenes in a photorealistic visualizations of real world scenes in a computercomputer
IntroductionIntroduction ( (contcont.).) 3D Gamestudio is a 3D computer game development system 3D Gamestudio is a 3D computer game development system
which allows users to create their own 3D applications and which allows users to create their own 3D applications and publish them royalty-freepublish them royalty-free
It comes complete with a model editor, a world editor, and a It comes complete with a model editor, a world editor, and a script editor. script editor.
It also has an expansive texture collection, template scripts, It also has an expansive texture collection, template scripts, and more, enough to create a simple 3D gameand more, enough to create a simple 3D game
BackgroundBackground (1)(1)
Some issues of 3D videoSome issues of 3D video : : Recent technological make it seam feasible to lift the medium Recent technological make it seam feasible to lift the medium
video onto a novel, an immersive level. video onto a novel, an immersive level. Data storage Data storage Transmission technologyTransmission technology Presence of specialized graphics hardware Presence of specialized graphics hardware
The algorithmic core of 3D video is formed by:The algorithmic core of 3D video is formed by: Methods for the reconstruction of shape Methods for the reconstruction of shape Appearance models of real-world scenes from video data Appearance models of real-world scenes from video data Algorithms for rendering them in real time Algorithms for rendering them in real time
Background (2)Background (2) Some issues of 3D video game designSome issues of 3D video game design::
There is a recent increase in the number of game There is a recent increase in the number of game environments or engines that allow users to customize their environments or engines that allow users to customize their gaming experiences by building and expanding game gaming experiences by building and expanding game behaviorbehavior
Real-time visualization of 3D data is already well Real-time visualization of 3D data is already well established and also commercially successful in the established and also commercially successful in the entertainment industry, namely in the market of 3D video entertainment industry, namely in the market of 3D video games games
The number and complexity of visualization tools for The number and complexity of visualization tools for analyzing and exploring data has increased dramaticallyanalyzing and exploring data has increased dramatically
Background (3)Background (3) 3D Game Engines are low-cost, networking support, 3D Game Engines are low-cost, networking support,
collision detection, support for high frame rates per second, collision detection, support for high frame rates per second, and entry level hardware requirement and entry level hardware requirement
These game engines include not only visualization These game engines include not only visualization functionality, but also offer physics, sound, network, functionality, but also offer physics, sound, network, artificial intelligence and graphical user interfaces to artificial intelligence and graphical user interfaces to handle user in- and output. handle user in- and output.
These engines can be extended to build more serious These engines can be extended to build more serious applications at very little costs applications at very little costs
MethodMethod
The purpose of this project is to introduce you to 3D game The purpose of this project is to introduce you to 3D game studio by helping you create a small model. studio by helping you create a small model.
3D game studio is an excellent tool to quickly prototype and 3D game studio is an excellent tool to quickly prototype and develop 3D graphics applications develop 3D graphics applications
No programming experience is required. No programming experience is required.
In this experiment we want to evaluate the usefulness of this In this experiment we want to evaluate the usefulness of this tool to prototype and develop 3D graphics applications as tool to prototype and develop 3D graphics applications as curricula aids in their classrooms with 3D game studio.curricula aids in their classrooms with 3D game studio.
Tutorial IntroductionTutorial Introduction
1. Download and install the 3D Game Studio by checking this 1. Download and install the 3D Game Studio by checking this link:link:http://download.conitec.net/gsdemo.exe
2. Look at the tutorial for 3D game development.2. Look at the tutorial for 3D game development.
3. Follow the tutorial, and run the simulation by yourself.3. Follow the tutorial, and run the simulation by yourself.
4. Print the Questionnaire and give the choice for each item 4. Print the Questionnaire and give the choice for each item about the experiment process.about the experiment process.
An example: Create Static Flower ModelAn example: Create Static Flower Model Open the Open the Model EditorModel Editor environment. environment.
ClickClick button button ClickClick “All Programs” “All Programs” ClickClick “3D Game Studio” “3D Game Studio”
Create a new modelCreate a new model
Press File on the menu Press File on the menu Then click “New”Then click “New” Or press “New” icon on the tool bar Or press “New” icon on the tool bar
Create a simple 3D objectCreate a simple 3D object ClickClick “Object” on the menu “Object” on the menu ClickClick “Primitive” “Primitive” clickclick “Cylinders” “Cylinders” SelectSelect “Six-sided” “Six-sided”
You will see the new six-sided cylinder in 3 You will see the new six-sided cylinder in 3 dimensionsdimensions
You drag the cylinder by mouse in different You drag the cylinder by mouse in different dimensions, and observe the motiondimensions, and observe the motion
Load an existed modelLoad an existed model
Load an existed Load an existed modelmodel
ClickClick “Object” on the menu “Object” on the menu ClickClick “Prefab” “Prefab” ChooseChoose directory “Plants”directory “Plants” ChooseChoose “PETAL.WMP” “PETAL.WMP”
ClickClick “OK” “OK”
Modify the ModelModify the Model
Resize “Petal”Resize “Petal” ClickClick the petal to select it (notice it will turn to red) the petal to select it (notice it will turn to red) ClickClick “Mode” on the menu “Mode” on the menu Select Select “Object Scale”“Object Scale” Move your mouse to resize the PetalMove your mouse to resize the Petal
Do the same to resize the CylinderDo the same to resize the Cylinder
Move “Petal” to the right placeMove “Petal” to the right place ClickClick the petal to select it the petal to select it ClickClick “Mode” on the menu “Mode” on the menu Select Select “Object Move”“Object Move” Use your mouse to drag the Petal to the right placeUse your mouse to drag the Petal to the right place
Rotate “Petal” to the right placeRotate “Petal” to the right place ClickClick the petal to select it the petal to select it ClickClick “Mode” on the menu “Mode” on the menu Select Select “Object Rotate”“Object Rotate” Rotate the Petal in the right dimensionRotate the Petal in the right dimension
Different views will result in different rotation Different views will result in different rotation
Color the ModelColor the Model
Click “Texture” on the menuClick “Texture” on the menu ClickClick “Texture Manager” “Texture Manager” ChooseChoose “Add WAD” “Add WAD” Choose Choose ““standard.wadstandard.wad” then Open” then Open ClickClick “OK” “OK”
Click “Texture” on the left workspaceClick “Texture” on the left workspace Click “standard.wad” Click “standard.wad” Choose “Add WAD”Choose “Add WAD” Drag the slider bar to find the greenplain textureDrag the slider bar to find the greenplain texture Click the one you chooseClick the one you choose
Select CylinderSelect Cylinder Notice it turns to redNotice it turns to red Click the greenplain on the Texture WorkspaceClick the greenplain on the Texture Workspace Notice the “Object” in Texture Workspace turns Notice the “Object” in Texture Workspace turns
to greento green
Run the ModelRun the Model
Press Build button Press Build button Click “OK”Click “OK”
Press Compile button Press Compile button Click “OK”Click “OK”
You see the static 3D modelYou see the static 3D model Use your Keyboard up and down to Use your Keyboard up and down to
adjust the views adjust the views
You can add more petals to this You can add more petals to this model, and to create a flower finally model, and to create a flower finally
3D Flower3D Flower
Another Example: Create A Motion ModelAnother Example: Create A Motion Model
Open the Open the Model EditorModel Editor environment. environment.
ClickClick button button ClickClick “All Programs” “All Programs” ClickClick “3D Game Studio” “3D Game Studio” ClickClick “Model Editor” “Model Editor”
ChooseChoose GXL ObjectGXL Object when run at the first timewhen run at the first time
Choose both “Gxl2DX8A.dll” from 2-d and 3-dChoose both “Gxl2DX8A.dll” from 2-d and 3-d
Open a Open a .wmp.wmp file created by GameStudio file created by GameStudio
ClickClick “File” “File” ClickClick “Open…” “Open…” SelectSelect file type “A5 Level File” file type “A5 Level File” SelectSelect the file have been created by GameStudio the file have been created by GameStudio
Save model as a Save model as a MDLMDL file file
ClickClick “Save” and then choose file type “MDL7” “Save” and then choose file type “MDL7” ClickClick “OK” “OK”
Create a new frameCreate a new frame
Click button Click button Add a new frameAdd a new frame
ClickClick “Edit” “Edit” ClickClick “Add Frame…” “Add Frame…”
Set property of new frameSet property of new frame SelectSelect “use current frame” “use current frame” ClickClick “OK” “OK”
Move the object to a new positionMove the object to a new position
Select Select the part tended to be movedthe part tended to be moved This part will become into redThis part will become into red ClickClick button button PressPress left button and move the object left button and move the object ClickClick button to save this new frame button to save this new frame
Play the motionPlay the motion
Click button to play the motionClick button to play the motion
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Static Model
Motion Model
Fig. 1 The task was easy for me to learn and use
Results AnalysisResults Analysis
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Fig. 2 It was easy to get started
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Fig. 3 It was difficult to remember where some of the tools and commands were located
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Fig. 4 This task would be easy to complete by folks who don’t know much about computers
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Fig. 5 This system would be fun for building simulations
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Fig. 6 I have a good understanding of how to use this system to complete the task
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Fig. 7 Turning my ideas into working simulations was complicated
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Fig. 8 How many steps would this take to create a new object
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Fig. 9 Rule ordering was confusing
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Fig. 10 It was hard to recover from errors
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Fig. 11 I was able to use this system to turn my ideas into working simulations
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Fig. 12 I found the creation of rules for object behaviors confusing
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Fig. 13 The rules I created for objects’ behaviors were simple and natural
Fig. 14 I am enthusiastic about creating new simulations
ReferenceReference 1.1. Matysczok, C., Radkowski, R., Berssenbruegge, J.. AR-bowling: immersive and Matysczok, C., Radkowski, R., Berssenbruegge, J.. AR-bowling: immersive and
realistic game play in real environments using augmented reality. Proceedings of the 2004 ACM realistic game play in real environments using augmented reality. Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology, Singapore SIGCHI International Conference on Advances in computer entertainment technology, Singapore (2004), 269 276(2004), 269 276
2.2. Tory, M., Moller, T., M. Stella Atkins, Arthur E. Kirkpatrick. Combining 2D and 3D Tory, M., Moller, T., M. Stella Atkins, Arthur E. Kirkpatrick. Combining 2D and 3D views for orientation and relative position tasks. Conference on Human Factors in Computing views for orientation and relative position tasks. Conference on Human Factors in Computing Systems archive. Proceedings of the SIGCHI conference on Human factors in computing Systems archive. Proceedings of the SIGCHI conference on Human factors in computing systems, Vienna, Austria (2004), 73 80systems, Vienna, Austria (2004), 73 80
3.3. Kot, B., Wuensche, B., Grundy, J., Hosking, J.. Information visualisation utilising 3D Kot, B., Wuensche, B., Grundy, J., Hosking, J.. Information visualisation utilising 3D computer game engines case study: a source code comprehension tool. Proceedings of the 6th computer game engines case study: a source code comprehension tool. Proceedings of the 6th ACM SIGCHI New Zealand chapter's international conference on Computer-human interaction: ACM SIGCHI New Zealand chapter's international conference on Computer-human interaction: making CHI natural, Auckland, New Zealand (2005), 53 60making CHI natural, Auckland, New Zealand (2005), 53 60
4.4. Lumbreras, M., Sánchez, J.. Interactive 3D sound hyperstories for blind children. Lumbreras, M., Sánchez, J.. Interactive 3D sound hyperstories for blind children. Proceedings of the SIGCHI conference on Human factors in computing systems: the CHI is the Proceedings of the SIGCHI conference on Human factors in computing systems: the CHI is the limit, Pittsburgh, Pennsylvania, United States (1999) 318 325limit, Pittsburgh, Pennsylvania, United States (1999) 318 325
5.5. Magy Seif El-Nasr, Brian K. Smith. Learning through game modding. Source Magy Seif El-Nasr, Brian K. Smith. Learning through game modding. Source Computers in Entertainment (CIE) archive Volume 4 , Issue 1 (January 2006)Computers in Entertainment (CIE) archive Volume 4 , Issue 1 (January 2006)
6. Bunyavipakul, M., Sallakachat, R. and Charoensilp, E., Integrating 3D Game. Engine to 6. Bunyavipakul, M., Sallakachat, R. and Charoensilp, E., Integrating 3D Game. Engine to Online Interactive Presentation for Collaborative Design Work On Pda - Collaborative. Works Online Interactive Presentation for Collaborative Design Work On Pda - Collaborative. Works Anytime, Anywhere, CAADRIA 2004.Anytime, Anywhere, CAADRIA 2004.
7. Shiratuddin, M.F. and Thabet, W. Virtual Office Walkthrough Using a 3D Game Engine, 7. Shiratuddin, M.F. and Thabet, W. Virtual Office Walkthrough Using a 3D Game Engine, 2002, International Jour nal of Design Computing.2002, International Jour nal of Design Computing.
Thank you!Thank you!
Any Question?Any Question?