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1、<p><b> 附 錄</b></p><p><b> 一、英文原文:</b></p><p> 3D game engine technology developed by researchers</p><p> Xie Jingming</p><p> (Guangz
2、hou Panyu Polytechnic College of Software Engineering, Guangzhou Panyu 511483)</p><p> Abstract: The game engine is the core of the game development technology, development is difficult and costly. In order
3、 to better develop the game talent, according to the characteristics of teaching the game, made ??specifically for teaching game development engine platform, the platform was designed with the general framework of the ga
4、me engine, the game engine has a major functional characteristics, is a commercial game engine shrink abbreviated version of the game engine technology for the a</p><p> Keywords: game engine; engine framew
5、ork; Game Training; games teaching mode</p><p> CLC: TP311.5 Document code: A</p><p> 1 .Introduction</p><p> At present, China's game industry is in a period of rapid develo
6、pment, according to International Data Corporation (IDC) report shows that in 2008 the financial crisis, China's online game market is still actual sales revenue reached 18.38 billion yuan, an increase of 76.6% compa
7、red to 2007, on the contribution related industries reached 47.84 billion yuan, forecast to 2013, China's online game actual sales income will reach 39.76 billion yuan. In recent years, actively support the developme
8、nt o</p><p> Making the city's "animation capital." Guangzhou as the national development of online games and cartoon industry base, the animation industry in 2008 exceeded 10 billion yuan out
9、put value, accounting for about 1/5.</p><p> With the increasing demand for the players, the game uses the technology becomes more complex, which gives the game industry has brought great challenges. Game d
10、evelopment game engine provides the main technical framework that enables developers to be able to focus on the gameplay and content. A good game engine can effectively improve the efficiency and robustness of game devel
11、opment, accelerate time to market. Although the game industry has been rapid development in recent years, but for devel</p><p> 2 .game engine development status</p><p> From the early 1990s,
12、Europe and other developed countries began to develop the game engine, the current world leader in research and development level of the famous game engines such as Quake III, Unreal Tournament, LithTech, Source, BigWorl
13、d, CryENGINE2 etc from the U.S. and Europe game company. Domestic Only Perfect, target software, graffiti software game engine with a handful of companies</p><p> R & D capabilities, but mainly for pers
14、onal use. Domestic colleges and universities in the game engine research in the field is relatively weak, still in the initial exploration phase.</p><p> 3. game engine general framework</p><p>
15、; Game engine has evolved into a plurality of sub-systems together constitute a complex platform. Current mainstream 3D game engine in functionality and performance despite its advantages, but their classification frame
16、work and main modules are similar. Figure 1 according to the level of the game engine to summarize the main components. Figure 1 game engine game engine hierarchy is determined by the lowest level of resource management,
17、 network engine, I / O library and graphics math library compos</p><p> The second layer of the game engine by the physical engine, and sound renderer engine of three parts. Which provides game physics engi
18、ne on the one hand between the world of objects, objects and collision detection between scenes and mechanical simulation, simulation of the movement of objects on the other hand offers; renderer provides a realistic ima
19、ge, including graphics, textures, models and animation rendering, lighting and material handling, LOD management, etc., is one of the core game en</p><p> The fourth layer of the game engine by a specific t
20、ype of game the two components and AI components, mainly for logic control. Wherein the particular type of game-related components to provide specialized application-specific processing method such as FPS, SLG, RPG game
21、component;</p><p> AI provides running game logic processing, the use of intelligent technology to improve gameplay.</p><p> Game engine on the fifth floor by the control logic framework, game
22、s and game development tools GUI consists of three parts, mainly for supporting the development of the game. Wherein the control logic framework for different types of games, provide the appropriate framework for the gam
23、e engine to integrate the various sub-modules.</p><p> Game development tool includes level editor, scene editor, particle editor, material editor, DCC software plug-ins and other auxiliary development tool
24、s.</p><p> 4. game engine discussions of key technologies</p><p> Game engine technology covered by many, as computer hardware, software and network technology continues to develop, especially
25、 graphics and computing hardware to improve processor performance, the game engine will further towards the direction of realism to create games for gamers provide a more realistic graphics, object movement and behavior
26、experience. Dynamic real-time computing is one of the hot spots, such as real-time rendering, real-time collision detection. To improve computing performa</p><p> (1)Rendering engine is the game engine is t
27、he most complex components, whose role is to efficiently display a clear picture, it is powerful or not directly determine the final output quality, often require time and processing resources in limited circumstances, t
28、o meet the players on the graphics quality requirements, there is the famous open source rendering engine OGRE, Irrlicht, etc., usually when developing DirectX and OpenGL as the underlying API. Accurately simulate the re
29、al world takes a </p><p> These real-time rendering language development, which greatly facilitates the work of the game graphics computing.</p><p> (2) physics engine</p><p> Ph
30、ysics engine is to give the object's physical properties make it a movement, rotation and collision realistic objective world of the law, especially for fluid handling, rigid body and clothing fabric sports complex p
31、hysics simulations do dedicated support and optimization. Currently there are well-known physics engine Havok and PhysX, physical computing and processing power has been recognized by the industry, has received the suppo
32、rt of more than 400 games, in addition to the more famous open</p><p> (3) Artificial Intelligence</p><p> Artificial intelligence is to control the game in a variety of activities the object
33、behavior, so that they behave with common sense logic. Application of artificial intelligence to be just right to make the game's difficulty is moderate, high playability. AI techniques common in the game, including
34、finite state machines, scripting languages??, fuzzy logic, decision trees, neural networks, genetic algorithms, group behavior simulation. Different types of games on the complexity of the applicatio</p><p>
35、 As more and more sophisticated machine learning techniques to be applied to the game, in the near future is likely to be the emergence of specialized AI engine, with the rest of the game organically combine to provide
36、a more exciting gaming world.</p><p> 5. Conclusion</p><p> Game industry in recent years, the focus of the IT industry, the game brings to people's leisure life a rich entertainment exper
37、ience, so it has broad prospects for development. Game engine to game developers can bring great convenience, more and more domestic industry and academic attention. Propose a teaching platform game engine development pr
38、ograms, personnel training and core technology has accumulated two important aspects, the next step is a thorough research work within each of the core </p><p><b> 二、英文翻譯:</b></p><p&g
39、t; 3D 游戲引擎技術(shù)開發(fā)的研究</p><p><b> 謝景明</b></p><p> (廣州番禺職業(yè)技術(shù)學(xué)院 軟件學(xué)院,廣州 番禺 511483)</p><p> 摘 要:游戲引擎是游戲開發(fā)技術(shù)的核心,引擎的開發(fā)難度大并且費(fèi)用高。為了更好地培養(yǎng)游戲人才,根據(jù)游戲課程教學(xué)的特點(diǎn),提出開發(fā)專門用于教學(xué)的游戲引擎平臺,平臺的設(shè)計(jì)
40、采用游戲引擎的一般框架,具備游戲引擎的主要功能特征,是商業(yè)游戲引擎的縮略版,為積累游戲引擎技術(shù)經(jīng)驗(yàn)和游戲課程教學(xué)提供了一種可行的操作方法。</p><p> 關(guān)鍵詞:游戲引擎;引擎框架;游戲人才培養(yǎng);游戲教學(xué)模式 </p><p> 中圖分類號:TP311.5 文獻(xiàn)標(biāo)識碼:A</p><p><b> 1. 引言</b><
41、/p><p> 目前,我國的游戲產(chǎn)業(yè)正處于一個(gè)飛速發(fā)展的時(shí)期,根據(jù)國際數(shù)據(jù)公司(IDC)報(bào)告顯示, 在2008年金融危機(jī)中我國網(wǎng)絡(luò)游戲市場實(shí)際銷售收入達(dá) 183.8 億元,較 2007 年增長 76.6%,對相關(guān)產(chǎn)業(yè)的貢獻(xiàn)達(dá)到了 478.4 億元,預(yù)測到 2013 年,我國網(wǎng)絡(luò)游戲?qū)嶋H銷售收入將達(dá)到 397.6 億元。近年來,我國積極扶持動(dòng)漫產(chǎn)業(yè)的發(fā)展,上海、杭州、成都、廣州、深圳等地紛紛出臺一系列政策,這些政策來
42、打造城市的“動(dòng)漫之都”。在這些城市之中,廣州作為國家網(wǎng)游動(dòng)漫發(fā)展產(chǎn)業(yè)基地之一,它的動(dòng)漫產(chǎn)業(yè) 2008 年的產(chǎn)值超過了 100 億元,占全國的 1/5 左右。</p><p> 隨著玩家要求的提高,游戲采用的技術(shù)也越來越復(fù)雜,這給游戲產(chǎn)業(yè)界帶來了很大挑戰(zhàn)。游戲引擎提供了游戲開發(fā)的主要技術(shù)框架,使開發(fā)者能夠?qū)⒅饕Ψ旁谟螒虻目赏嫘院蛢?nèi)容上。一款優(yōu)秀的游戲引擎能夠有效地提高游戲的開發(fā)效率和健壯性,并且加快產(chǎn)品的上市
43、時(shí)間。雖然游戲產(chǎn)業(yè)近幾年得到了快速發(fā)展,但出于開發(fā)時(shí)間、技術(shù)難度和研發(fā)費(fèi)用等因素的考慮,我國游戲企業(yè)大多采取直接購買游戲引擎的方式。同時(shí)游戲引擎的可選擇余地并不大,國內(nèi)缺乏成熟的自主研發(fā)的商用游戲引擎,外國公司對游戲引擎的授權(quán)費(fèi)高達(dá)上百萬元,給國內(nèi)游戲企業(yè)帶來了較大的經(jīng)濟(jì)負(fù)擔(dān)。因此為了掌握游戲產(chǎn)業(yè)中的核心技術(shù),減低培養(yǎng)游戲人才的成本,避免類似于其他產(chǎn)業(yè)的代工廠發(fā)展角色,我國應(yīng)加大對游戲引擎核心技術(shù)的研究力度。</p>&l
44、t;p> 2. 游戲引擎的發(fā)展現(xiàn)狀</p><p> 從 20 世紀(jì) 90 年代初開始,歐美等發(fā)達(dá)國家就開始大力發(fā)展游戲引擎,目前在研發(fā)水平上居世界領(lǐng)先的著名游戲引擎例如 Quake III、Unreal Tournament、LithTech、Source、BigWorld、CryENGINE2等均出自歐美的游戲公司。國內(nèi)只有完美時(shí)空、目標(biāo)軟件、涂鴉軟件等少數(shù)幾家公司具有游戲引擎</p>
45、<p> 的研發(fā)能力,而且以自用為主。國內(nèi)高校在游戲引擎領(lǐng)域的研究較為薄弱,尚處于起步探索的階段。</p><p><b> 游戲引擎的一般框架</b></p><p> 游戲引擎已經(jīng)發(fā)展成為一套由多個(gè)子系統(tǒng)共同構(gòu)成的復(fù)雜平臺。當(dāng)前主流的 3D 游戲引擎在功能和性能上盡管各有不同,但是他們的框架和主要模塊分類上大同小異。游戲引擎的最底層是由資源管理、
46、網(wǎng)絡(luò)引擎、I/O 庫和圖形數(shù)學(xué)庫四部分組成,主要用于處理與平臺相關(guān)的組件。其中資源管理能夠管理游戲資源,提供內(nèi)存的分配和釋放,在內(nèi)存有限的情況下正確地調(diào)度資源;圖形數(shù)學(xué)庫提供有關(guān) 3D 的數(shù)據(jù)結(jié)構(gòu),如向量、矩陣、四元數(shù)、直線、平面等,以及相應(yīng)的操作,如矩陣的轉(zhuǎn)置、求逆等;網(wǎng)絡(luò)引擎分局域網(wǎng)和互聯(lián)網(wǎng)交互兩種,解決數(shù)據(jù)通信、用戶并發(fā)、系統(tǒng)計(jì)費(fèi)和道具管理等方面的問題;I/O 庫提供鍵盤、鼠標(biāo)、搖桿和其它外設(shè)輸入設(shè)備的支持。</p>
47、<p> 游戲引擎的第二層由物理引擎、渲染器和聲音引擎三部分組成。其中物理引擎一方面提供游戲世界中的物體之間、物體和場景之間的碰撞檢測和力學(xué)模擬,另一方面提供物體的運(yùn)動(dòng)模擬;渲染器提供具有真實(shí)感的圖像,包括圖形、紋理、模型和動(dòng)畫的渲染、光照和材質(zhì)處理、LOD 管理等,是游戲引擎的核心之一;聲音引擎提供音效、語音和背景音樂的播放。游戲引擎的第三層由實(shí)體模塊、動(dòng)畫系統(tǒng)、場景管理和特效支持四部分組成。其中實(shí)體模塊將游戲世界中的物
48、體抽象為通用的數(shù)據(jù)結(jié)構(gòu),提供相關(guān)的操作;動(dòng)畫系統(tǒng)提供漸變動(dòng)畫、蒙皮骨骼動(dòng)畫效果;場景管理組織游戲物體在室外(室內(nèi))的位置和相關(guān)的特性;特效支持提供粒子系統(tǒng)和自然模擬(如水紋、雨、煙等),使游戲畫面更為漂亮。</p><p> 游戲引擎的第四層由特定類型游戲有關(guān)的組件和人工智能兩部分組成,主要用于邏輯控制。其中特定類型游戲有關(guān)的組件針對特定應(yīng)用提供專門的處理方法,例如 FPS、SLG、RPG 游戲組件;</
49、p><p> 人工智能提供游戲運(yùn)行的邏輯處理,運(yùn)用智能技術(shù)提高游戲的可玩性。</p><p> 游戲引擎的第五層由控制邏輯框架、游戲GUI和游戲開發(fā)工具三部分組成,主要用于游戲的輔助開發(fā)。其中控制邏輯框架是針對不同類型的游戲,提供相應(yīng)的框架將游戲引擎的各個(gè)子模塊整合起來。</p><p> 游戲開發(fā)工具包含關(guān)卡編輯、場景編輯、粒子編輯、材質(zhì)編輯、DCC 軟件插件等
50、輔助開發(fā)工具。</p><p> 4. 游戲引擎關(guān)鍵技術(shù)的討論</p><p> 游戲引擎所涵蓋的技術(shù)領(lǐng)域較多,隨著計(jì)算機(jī)軟硬件和網(wǎng)絡(luò)技術(shù)的不斷發(fā)展,特別是圖形硬件和計(jì)算處理器性能的提高,游戲引擎將進(jìn)一步朝著營造游戲真實(shí)感的方向發(fā)展,為玩家提供更為逼真的圖形、物體運(yùn)動(dòng)和真實(shí)的體驗(yàn)。動(dòng)態(tài)實(shí)時(shí)計(jì)算是其中的熱點(diǎn),例如實(shí)時(shí)渲染,實(shí)時(shí)碰撞檢測。為了提高運(yùn)算的性能,除了并行計(jì)算,多線程技術(shù)之外,大
51、量先進(jìn)的算法被提出,下面分別就當(dāng)前業(yè)界主要的研究熱點(diǎn)進(jìn)行討論:</p><p> ?。?)渲染引擎是游戲引擎中最復(fù)雜的部件,其作用是高效地顯示清晰的畫面,它的強(qiáng)大與否直接決定著最終的輸出質(zhì)量,往往要求在時(shí)間和處理資源有限的情況下,滿足玩家對圖形質(zhì)量的要求,著名的開源渲染引擎有OGRE、Irrlicht等,開發(fā)時(shí)通常把DirectX和OpenGL作為底層的API。準(zhǔn)確地模擬現(xiàn)實(shí)世界中的形態(tài)需要花費(fèi)大量的計(jì)算,3D游
52、戲采用實(shí)時(shí)渲染的目標(biāo)是做到畫質(zhì)越來越像照片,提高游戲的真實(shí)感。除了常用的平截體揀切、遮擋揀切、材質(zhì)細(xì)節(jié)等級LOD管理、由前至后渲染等技術(shù)之外,還可以通過實(shí)時(shí)光線跟蹤、多線程渲染技術(shù)、64位高動(dòng)態(tài)光照渲染HDR、動(dòng)態(tài)陰影體、逐像素光照等多種技術(shù)手段綜合實(shí)現(xiàn)。1999 年NVIDIA提出GPU的概念,在GeForce 256中實(shí)現(xiàn)了硬件變換和光照計(jì)算,并推出Cg實(shí)時(shí)繪制語言。同時(shí)微軟和3D Labs也分別推出HLSL和GLSL語言。<
53、/p><p> 這些實(shí)時(shí)繪制語言的發(fā)展,極大地方便了游戲圖形計(jì)算的工作。</p><p><b> (2) 物理引擎 </b></p><p> 物理引擎是賦予物體真實(shí)的物理屬性使其運(yùn)動(dòng)、旋轉(zhuǎn)和碰撞符合現(xiàn)實(shí)客觀世界的規(guī)律,特別是對流體的處理、剛體和衣物布料的運(yùn)動(dòng)等復(fù)雜物理效果模擬做專門的支持和優(yōu)化。目前著名的物理引擎主要有Havok和Phys
54、X,物理計(jì)算和處理能力已得到業(yè)界的一致認(rèn)可,至今得到了超過400款游戲的支持,此外較有名的開源引擎有ODE、Tokamak等。物理引擎的研究集中在物理學(xué)世界建模和碰撞檢測兩個(gè)領(lǐng)域,其中物理學(xué)世界包括柔體和剛體兩部分,前期技術(shù)多側(cè)重于剛體的模擬,當(dāng)前熱點(diǎn)是對柔體的模擬,例如對柔軟織物和水面的模擬。碰撞檢測的熱點(diǎn)是實(shí)時(shí)碰撞檢測,研究的重點(diǎn)放在離散碰撞檢測算法和基于物體空間的碰撞檢測。2005年NVIDIA發(fā)布了首款具有硬件加速功能的物理運(yùn)算
55、單元PPU,將需要CPU 或者GPU進(jìn)行的繁重物理計(jì)算放到PPU中,為靈活處理物理運(yùn)動(dòng)帶來了便利,Unreal Engine3、Gamebryo、BigWorld等多個(gè)游戲引擎已對此提供支持。</p><p><b> (3) 人工智能 </b></p><p> 人工智能是控制游戲中各種活動(dòng)對象的行為方式,使它們的邏輯表現(xiàn)符合常理。人工智能的應(yīng)用要恰到好處,使游
56、戲的難度適中,可玩性高。游戲中常見的人工智能技術(shù)包括有限狀態(tài)機(jī)、腳本語言、模糊邏輯、決策樹、神經(jīng)網(wǎng)絡(luò)、遺傳算法、群體行為的模擬等。不同類型游戲?qū)?yīng)用人工智能技術(shù)的復(fù)雜程度有不同的要求,例如即時(shí)策略類游戲RTS需要實(shí)時(shí)解決數(shù)千個(gè)對象的動(dòng)態(tài)路徑發(fā)現(xiàn)問題;第一人稱射擊游戲FPS需要進(jìn)一步提高NPC在戰(zhàn)術(shù)配合、感知意識能力等方面的智能水平,并引入更豐富的故事情節(jié)。相對于游戲引擎的其他部分,人工智能的研究力度還有待進(jìn)一步加強(qiáng)。</p>
57、<p> 隨著更多更復(fù)雜的機(jī)器學(xué)習(xí)技術(shù)被應(yīng)用到游戲中,在不久的將來很可能會出現(xiàn)專門的AI引擎,與游戲的其他部分有機(jī)地結(jié)合起來,提供更為精彩的游戲世界。</p><p><b> 5. 結(jié)束語</b></p><p> 游戲產(chǎn)業(yè)是近年來 IT 業(yè)關(guān)注的焦點(diǎn),游戲給人們的業(yè)余生活帶來了豐富的娛樂體驗(yàn),因此具有廣闊的發(fā)展前景。游戲引擎能夠給游戲開發(fā)帶來很
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