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 Welke overwegingen komen daar bij kijken?  Multiplatform?  Install base -> potential user base.

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Presentation on theme: " Welke overwegingen komen daar bij kijken?  Multiplatform?  Install base -> potential user base."— Presentation transcript:

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2  Welke overwegingen komen daar bij kijken?

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4  Multiplatform?  Install base -> potential user base

5  Interpreted vs. Compiled  Scripted vs. Programmed  Speed  Flash 1  Java 10  C#100

6  Features  Compatibility  Necessary modifications

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8  Tools  Workflow  Dynamics  Audio  Rendering  Networking  Misc

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10  Interpreted Languages (Scripting languages)

11  Visual Scripting (kismet, virtools)

12  UI Design Tools (scaleform)

13  Terrain Editors

14  WYSIWYG vs. Compiled/Built

15  Content Pipeline

16  Workflow Complexity vs. Feature Necessity

17  Procedural Placement

18  Profilers

19  Tools  Workflow  Dynamics  Audio  Rendering  Networking  Misc

20  Documentation & Examples  Customer Support

21  External Tool Support

22  Version Control Support

23  Realtime (Online) Collaboration

24  Tools  Workflow  Dynamics  Audio  Rendering  Networking  Misc

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26  Animation  Physics  AI  Particle Systems

27  Skeletal Animation

28  Motion Capture

29  Inverse Kinematics

30  Animation  Physics  AI  Particle Systems

31  Collision Events

32  Rigidbody

33  Softbody

34  Vehicles

35  Animation Physics

36  Dynamic Destruction/Deformation

37  Cloth

38  Animation  Physics  AI  Particle Systems

39  Node-Pathing

40  Mesh-Navigation

41  Group AI, Crowd Simulation

42  Conversation System

43  Complex AI Behaviours  Easily extendable?

44  Animation  Physics  AI  Particle Systems

45  Complexity  Types  Plane  Mesh (particle of emission)  Volumetric  Tools  Physics enabled

46  Tools  Workflow  Dynamics  Audio  Rendering  Networking  Misc

47  3D sound  Real-time sound-filters/effects  Event Cues  Interactive Music

48  Tools  Workflow  Dynamics  Audio  Rendering  Networking  Misc

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50  Shading  Post-Processing  HDR  Lighting  Shadowing  Hardware Tesselation  “3D”

51  Normal Mapping

52  Parralax/Displacement Mapping

53  Reflections (local/global)  Cubemap Nodes  Realtime

54  Layered Texturing

55  Volumetric Light Beams/Shafts

56  Caustics

57  Fog  Volumetric  Distance based  Layered (flat plane)

58  And many, many, many more, for example:  es.html es.html

59  Shading  Post-Processing  HDR  Lighting  Shadowing  Hardware Tesselation  “3D”

60  FSAA / MSAA / FXAA

61  Deferred Rendering (no translucency!)

62  Depth of Field

63  (Screen Space) Ambient Occlusion

64  Color Grading

65  Shading  Post-Processing  HDR  Lighting  Shadowing  Hardware Tesselation  “3D”

66  o.a. Iris Simulation

67  Shading  Post-Processing  HDR  Lighting  Shadowing  Hardware Tesselation  “3D”

68  Forward vs. Deferred  Combinations

69  Global Illumination

70  Image Based Lighting

71  Raytracing

72  Shading  Post-Processing  HDR  Lighting  Shadowing  Hardware Tesselation  “3D”

73  Dynamic Shadows

74  Hard/Soft Shadows

75  Projected Shadows

76  Self-shadowing

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79  Tools  Workflow  Dynamics  Audio  Rendering  Networking  Misc

80  Local Multiplayer

81  Networked Multiplayer

82  Dedicated Servers

83  Massive Multiplayer (what is this?)

84  Persistent Worlds vs. Arena Instance

85  Phasing (dynamic instancing of persistent environments)

86  Built-in Chat Clients

87  Asset Streaming

88  In-Game Cut Scenes  Video Cut Scenes  User Generated Content  Character Customization  User Generated Levels  Multi-core CPU/GPU Support

89  Multiplatform != Cross-platform  Features per platform  Scalability

90  Groepjes van 2  Neem een high-level pitch  Niet conventioneel  Bedenk het team dat het gaat maken  Geen perfect fit is meest interessant  Zoek 2 mogelijke (even goede) engines  Research er elk 1, combine and compare  Pro/con, strengths/weaknesses  +- 2 A4 verslag


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