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UFCEKU-20-3Web Games Programming Game Development Environments and Middleware.

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Presentation on theme: "UFCEKU-20-3Web Games Programming Game Development Environments and Middleware."— Presentation transcript:

1 UFCEKU-20-3Web Games Programming Game Development Environments and Middleware

2 UFCEKU-20-3Web Games Programming Game Development Environments (Known) Unity 3D (Mac & PC) – Android, iPhone, xBox Wii, Playstation deployment (licenses' required!) C#, JavaScript, Boo Windows Microsoft Visual Studio.NET C, C++, C# Open Watcom (open source)(Windows) C, C++ (e.g Doom, Duke Nukem) Genesis 3D (open source)(Windows) C, C++ with Direct X Java 2D & 3D X Code (OSX) C, C++, Objective C, Java

3 UFCEKU-20-3Web Games Programming Microsoft DirectX Microsoft's solution to gaming for the Windows OS First appeared in 1995 as the ‘Game SDK’ Renamed to DirectX where X stands for a number of related ‘to the metal’ software technologies. ‘to the metal’ means close to the hardware - thus providing fast dedicated algorithms that can out-perform more abstracted code that must communicate through several layers of software. DirectX currently at version 11 Some libraries now exclusive to Windows Vista and do not have exclusive access to all hardware devices

4 UFCEKU-20-3Web Games Programming Principles of DirectX Fast low-level libraries Framework established by DirectX in an effort to shift the burden of hardware support from developers to hardware manufacturers Hardware Abstraction Layer (HAL) Hardware Emulation Layer (HEL) Provides developers with a known, dependable set of features they can use

5 UFCEKU-20-3Web Games Programming Game Code DirectX Hardware Emulation Layer (HEL) DirectX Hardware Abstraction Layer (HAL) Hardware devices i.e. graphics, sound, input etc abstracted direct Game Application Interface DirectX Architecture Principles

6 UFCEKU-20-3Web Games Programming Gamer’s graphics card supports 3D bump mapping, but no environment mapping. Gamer bought the latest game that has both bump mapping and environment mapping in its 3D engine's feature list. DirectX HAL would takes advantage of the bump-mapping capabilities HEL would provide the functionality needed for environment mapping. Gamer gets a new 3D graphics card that supports both of these capabilities in its hardware, the DirectX HAL will take control Gamer experiences the improved effects in the same game through hardware acceleration. The original spec of the Gamer’s machine wasn’t perfect - but the game still worked! The DirectX Philosophy

7 UFCEKU-20-3Web Games Programming DirectX also used by non-game applications SoundForge showing Waves AudioTrack DirectX plug-in

8 UFCEKU-20-3Web Games Programming Middleware Middleware is a layer of software that lies between the game application code and the run-time infrastructure e.g DirextX on the Windows platform, hence `middle'. Middleware generally consists of a library of functions, and enables an application to include these functions from a common library rather than re-create them for each application

9 UFCEKU-20-3Web Games Programming Middleware example: Dark Game #include "DarkSDK.h” // include the middleware SDK functionality void DarkSDK ( void ) { // initialise stuff while ( LoopSDK ( ) ) // main game loop { if ( dbEscapeKey ( ) ) return; // other stuff userInput ( ); dbSync ( ); } void userInput ( void ) { dbControlCameraUsingArrowKeys ( 0, g_fSpeed, g_fTurn ); // other stuff } This line here contains lots of ‘wrapped’ keyboard input functionality !

10 UFCEKU-20-3Web Games Programming Middleware: Renderware Originally a middleware game technology solution Used fairly widely within the games industry Parent company Criterion Software acquired by Electronic Arts in 2004 EA promises to retain availability of Renderware for development community Want your company to rely on a middleware solution owned by a competitor ? - I don’t think so… Renderware now withdrawn from commercial market

11 UFCEKU-20-3Web Games Programming

12 UFCEKU-20-3Web Games Programming DirectX: One more thing Hardware emulation principles originally developed by a UK company founded in 1992 called Render Morphics Microsoft buys Render Morphics in February 1995 during the development of Windows 95 Render Morphics team employed by Microsoft to lead the continued development of real-time 3D and related technologies Windows 95 released along with Game SDK Game SDK later rebadged as DirectX

13 UFCEKU-20-3Web Games Programming URLs Visit the module website for links to relevant resources and examples


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