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Game programming 1.

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Presentation on theme: "Game programming 1."— Presentation transcript:

1 game programming 1

2 What is game?

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4 Hardware and software

5 Computer Hardware

6 Computer Software

7 Computer Programming

8 Computer programming / programming
is a multi step process for designing or creating instructions or solution. Programming language is a set of words (or symbols) & rules used to create instructions for computer to perform. Program / Application is a list of instructions that the computer must follow in order to perform specific assigned task.

9 Syntax - set of rules to create program Code - computer instructions

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11 Computer Languages

12 Computer Languages To write a program for a computer, you must use a computer language. Basically, What is a computer language? A computer language is an artificial language that tell the computer what to do. It has the same meaning with programming language .

13 Computer Languages Over the year, computer languages have evolved.
Machine Language Assembly Language High-Level Language

14 Computer Languages

15 Machine Language 1st generation of programming language. The only language understood by a computer without translation. It is a language consists of 0s and 1s – that directly correspond to the computer’s electrical states. Also known as binary or machine code.

16 Machine Language Advantage: Very fast in processing data. WHY? Disadvantages: Machine (or hardware) dependent Time-consuming Difficult to create program (less user friendly) ( )

17 Example: Machine Language Program

18 Assembly Language 2nd generation of programming language. Also known as symbolic language. Assembly language is a language that allows programmers to use symbol or mnemonics (abbreviations), to represent the various machine language. It uses assembler to translate assembly code into machine code.

19 Assembly Language Advantage: fast in processing data Program can be write more quickly than in machine language Disadvantages: Machine (or hardware) dependent Time-consuming

20 Example: Assembly Language Program

21 High-Level Language 3rd generation of programming language. Also known as procedural language. High-level languages use an English-like language instead of symbols and abbreviations. High-level languages are designed to relieve the programmer from the details of the assembly language.

22 High-Level Language Example of high-level languages are C, Fortran and COBOL. Advantage: Easy to program Machine independent Disadvantages: Requires translator (compiler or interpreter)

23 Example: FORTRAN Program

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26 Very High-Level Language
4th generation of programming language. Also known as object-oriented or non-procedural language. It is much more user-oriented and allow programmers to develop programs with fewer commands.

27 Very High-Level Language
Some of very high-level languages are also called RAD (rapid application development) tools. The use of visual in programming was also introduced in very high- level language. Example of very high-level languages are C++, Java and Visual Basic.

28 Example : C++ Programming Language

29 Example: Visual C++ Program

30 Example: Visual C++ with OpenGL Program

31 Natural Language 5th generation of programming language. Natural languages use human language to give people a more natural connection with computers. Natural languages allow questions or commands to be framed in a more conversational way.

32 Natural Language For example:
I WANT THE LIST OF BITE 1513 STUDENTS TO BE PRINTED AT PM 09/09/2016 Natural languages are part of the field of study known as artificial intelligence (AI). AI are technologies that attempt to develop machine to emulate human-like qualities.

33 What is Game Programming
Where you program something with a C++ to create great games!! Used to be programmers created games But many great programmers not great game makers With budget shift, emphasis has shifted Game content creators are artist and designers Programmers can be thought of as providing services for content But fate of entire game rests in their hands Based on Chapter 3.1, Introduction to Game Development

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37 Programming Areas – Game Code
Everything directly related to game itself How camera behaves, score is kept, AI for bots, etc. Often in scripting language (rest is in C++, more on languages next) Produce faster iterations Allow technical designers/artists to change behaviors More appropriate language for domain (ex: AI probably not easiest in C++) Based on Chapter 3.1, Introduction to Game Development

38 Programming Areas – Game Engine
Support code that is not game specific More than just drawing pretty 3d graphics (that is actually the graphics engine, part of the game engine) Isolate game code from hardware ex: controller, graphics, sound Allows designers to concentrate on game Common functionality needed across game Serialization, network communication, pathfinding, collision detection Based on Chapter 3.1, Introduction to Game Development

39 CROSS-PLATFORM 2D C++ GAME ENGINE
Solarus | An open-source Zelda-like NeoAxis Engine 1.0 CROSS-PLATFORM 2D C++ GAME ENGINE Atomic Game Engine

40 Programming Areas – Tools
Most involve content creation Level editors, particle effect editors, sound editors Some to automate repetitive tasks (ex: convert content to game format) These usually have no GUI Sometimes written as plug-ins for off-the-shelf tools Ex: extensions to Maya or 3dStudio or Photoshop If no such extension available, build from scratch Based on Chapter 3.1, Introduction to Game Development

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44 Programming Team Organization
Programmers often specialize Graphics, networking, AI May be generalists, know something about everything Often critical for “glue” to hold specialists together Make great lead programmers More than 3 or 4, need some organization Often lead programmer, much time devoted to management More than 10 programmers, several leads (graphics lead, AI lead, etc.) Based on Chapter 3.1, Introduction to Game Development


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