The Evolution of Video Game Programming By: Jerad WaasSlide 2
An Overview Video Game History Programming Disciplines The Game Development Process The Present and the Future of GamingSlide 3
Video Game History The Origins The 1960s The 1970s The 1980s The 1990s The 2000sSlide 4
History - The Origins Disputed birthplaces 1950s, 1960s, 1970s William Higinbotham 1958 Entertain visitors at Brookhaven Ntl Lab Oscilloscope & Simple Computer Tennis For TwoSlide 5
History - The 1960s Tech Model Railroad Club - MIT Developed Spacewar! On a PDP-1 9KB Firsts for industry: Game to be shared over a system Widely accessible $120,000Slide 6
History - The 1960s - PDP-1 Paper tape PDP-1 copySlide 7
History - The 1960s Ralph Baer Developed a few amusements: Tag Volleyball Ping Pong Together with Bill Harrison Created the Light GunSlide 8
History - The 1960s - Light Gun How can it work? Photodiode Senses light on Screen passes out Diode starts gathering Portion of the screen is painted white - ordinarily the objective you are going for If diode detects dark then white - hit!Slide 9
History - The 1970s 1972 - The primary influx of Magnavox Odysseys were sold ~ $100 Quickly sold 100,000 Sales immediately decreased afterSlide 10
History - The 1970s Nolan Bushnell & Ted Dabney Turn Spacewar! Into a coin-operation arcade machine 1971 - They found a maker in Nutting Associates Coin-operation producer 1,500 machines To complex!Slide 11
History - The 1970s Bushnell & Dabney Leave Nutting Start up another organization Atari Simple tennis amusement Pong ~ $1,200 1972 - First units at a bargain ~ 8,500 units in first year ~ 19,000 aggregateSlide 12
History - The 1970s Atari reluctantly chooses to test the home market Magnavox Odyssey Atari pitches the thought to Sears $100 rendition of Pong Sears\' greatest offering thing Home adaptation of Pong Atari "on the guide" Household nameSlide 13
History - The 1970s 1972 Steve Jobs joins Atari Technician Exposes Steve Wozniak to Atari and Pong They later shape Apple in 1976Slide 14
History - The 1970s 1975 Midway Gun Fight Two firsts in the business: First computer game to use a chip Intel 8080 Random occasions First computer game to be foreign made from JapanSlide 15
History - The 1970s 1976 Apple established Steve Wozniak Created Breakout Two firsts for the business: Software was utilized to run a computer game Breakout was modified in a programming language Previously, machine codeSlide 16
History - The 1970s Namco 1974 Bought the Japanese division of Atari 1979 Developed the main shading computer game Galaxian Instant achievementSlide 17
History - The 1980s Pac-Man Shows the business two things: Innovation is imperative Merchandising! Grains TV-Shows T-Shirts… and so forthSlide 18
History - 1980s 1985 Nintendo Entertainment System Bundled with Super Mario Brothers Dominated the North American market D-cushion now got to be distinctly standardSlide 19
History - The 1990s Shareware gets to be distinctly mainstream in light of: Doom Wolfenstein 3D Demo First part of the diversion Good approach to flaunt their amusement Many organizations imitated id SoftwareSlide 20
History - The 1990s 1996 3dfx discharges the Voodoo chipset Quake was among the first to use independent representation cards Devoted 3D rendering cards Allowed CPU to deal with different calculationsSlide 21
History - The 1990s 3D period 32 bit time conveys 2 noteworthy consoles to shoppers Sega Saturn Sony Playstation After many deferrals… Nintendo 64 bit framework Revolutionary frameworkSlide 22
History - The 1990s Nintendo 64 1.5 million units sold in three months Many widely praised recreations Super Mario 64 Goldeneye 007 The Legend of Zelda: The Ocarina of TimeSlide 23
History - The 2000s Current Generation Microsoft XBOX Nintendo Gamecube Sony Playstation 2 DVD capacity PS2 & XBOX Backwards similarity PS2Slide 24
Disciplines Game Physics Programmer AI Programmer Graphics Programmer Sound Programmer UI Programmer Input Programmer Network Programmer Game Tools Programmer Porting Programmer Lead Game ProgrammerSlide 25
Disciplines - Physics Developing the material science in the amusement Processor cycles are at a top notch Efficiency is scratch FPS recreations normally request expansive groups of physical science developersSlide 26
Disciplines - AI Develops the rationale that the amusement utilizes Has formed into a specific range starting late Pathfinding, technique, and adversary strategies According to Game Developer Magazine - 60% of time Real time procedure and first individual shootersSlide 27
Disciplines - Graphics Programmers who have practical experience in creating and changing complex 3D design 2D illustrations capacities are as yet helpful however Cell Phones PDAs Scarce in industry Demand high compensationsSlide 28
Disciplines - Sound Full melodic scores - been around 3D positional sound - late First individual shooters Programmers attempt to incorporate the most current advances Games with vast soundtracks or propelled sound, request groups of sound software engineersSlide 29
Disciplines - User Interface Very critical! Must be instinctive, valuable element, clean, and simple to utilize Most UIs are 2D Some interfaces are created with an indistinguishable 3D innovation from whatever is left of the diversion Advanced interfaces permit custom scriptingSlide 30
Disciplines - User Interface LUA XML World of Warcraft n!Slide 31
Disciplines - Input Writes code that decides how the player will utilize the info gadgets Controller Joystick Keyboard & Mouse Wii controller Motion detecting innovationSlide 32
Disciplines - Input Programmers must perceive and cling to controller gauges WASD A (X) - acknowledge/next B (triangle) - back/scratch off If guidelines are not taken after, gamers will be befuddledSlide 33
Disciplines - Network Writes the code that permits players to play the diversion on a LAN or potentially on the web Very imperative in Massively Multiplayer Online (MMO) Latency control is particularly vital Programmers can\'t expect all buyers have broadband Must be effective Might be dial-up gamersSlide 34
Disciplines - Game Tools Write code to deal with undertakings like scripting, changing over workmanship, clumps, altering the amusement and levels Half-Life 2 Source SDK Create levels (Hammer) Facial movementsSlide 35
Disciplines - Porting is critical, particularly for organizations like EA Games accessible on practically every stage May include the apparatuses software engineer to help change over substance Some code may must be re-composed to use distinctive equipmentSlide 36
Disciplines - Lead Keeps the developers centered, and on track Quite regularly a center man between the customer and developers Should have a general base information of all parts of the diversion Sound Graphics Networking Etc.Slide 37
The Game Development Process Prototyping Game Design Language API & Libraries Production Crunch Time MaintenanceSlide 38
Process - Prototyping Very like ordinary applications Test thoughts and calculations Give the client and early impression Early screenshots Good approach to increase early notorietySlide 39
Process - Language What dialect to utilize? Numerous conditions Staff Platform Language of the diversion motor Most prominent C++Slide 40
Process - API & Libraries Which API & Libraries to utilize? Huge amounts of libraries out there Sound handling Input Graphics rendering Pathfinding Also relies on upon target stage Libraries for PS2 may not be accessible for XBOX360 Graphics API? DirectX OpenGLSlide 41
Process - API & Libraries A gathering of APIs Direct3D The 3D representation API Not convenient Designed particularly for Microsoft items Pocket PC XBOX Windows Revised all the more much of the time then OpenGL Utilizes the most recent components of 3D illustrations cardsSlide 42
Process - API & Libraries Portable 3D API Easily ported to and from Windows <- > MacOS <- > Linux Revised occasionallySlide 43
Process - Production Bulk of the time Code… code… code Design archives are continually changing Lead consistently reports status to director Develop diversion instrumentsSlide 44
Process - Crunch Time Towards the finish of the creation stage Productivity is not relative to additional hours 2x hours != 2x profitability Adding additional staff may not expand profitability Quality declines as time incrementsSlide 45
Process - Maintenance Console Pre-current era - beside outlandish Hard drives and online-now conceivable Patches and new substance PC Numerous equipment/programming blends Patches are unavoidable MMO Genre Extensive upkeep stage New substance is constantly requiredSlide 46
The Present and the Future of Gaming Multithreaded Gaming HD Gaming Next GenerationSlide 47
Present & Future - Threading Split up procedures Games w/various strings Run all the more effectively on HT or multicore processesors XBOX 360 and PS3 Multiple processorsSlide 48
Present & Future - HD Popularity of HDTV Red - Green - Blue Instead of Yellow HD offers: Improved surfaces Improved character models Higher pixel tallySlide 49
Present & Future - "Cutting edge" Microsoft XBOX 360 HD-DVD Nintendo Wii November Motion detecting innovation Sony Playstation 3 November Blu-beamSlide 50
References Computer and Video Games http://en.wikipedia.org/wiki/Computer_and_video_games Game Programming http://en.wikipedia.org/wiki/Game_programming History of Computer and Video Games http://en.wikipedia.org/wiki/History_of_computer_and_video_games Game Programmer http://en.wikipedia.org/wiki/Game_programmer History of Video Game Programming http://everything2.com/index.pl?node_id=1185238 How does the light weapon for a computer game work? http://www.howstuffworks.com/question273.htm History of the computer game industry http://www.pong-story.com/intro.htm
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