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1

Pirker, Johanna, Marco Bertini, and Mathias Lux. "Open source for video games." ACM SIGMultimedia Records 12, no. 3 (September 2020): 1. http://dx.doi.org/10.1145/3548570.3548579.

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Open-source software is a relevant topic in video game development. Taking a look at the most frequently employed game engines for developing Android games [1] we can see that seven out of ten ranked engines are OSS. Over the last decade, more and more game studios and individual developers switched to open-source software. Oliver Franzke from Double Fine Productions described the phenomenon from his point of view at GDC Europe 2013 [2]. For him developing game engines from scratch is too costly, and re-using self-made game engines often involves too much repurposing as they were developed with one specific game in mind. Existing third-party game engines might not support all features needed, and requesting new features or APIs from the developers is a tedious effort. In contrast to that, an open-source game engine is typically stable, extendable, and - in the best case - has a lively community accepting patches and helping out problems. Best of all, if a bug in the game engine is found or a feature is needed, one can fix it and compile it instead of filing a bug report or feature request and hoping for the next release of the engine being in time for the release of the own project. Epic Games was one of the first AAA game engine developers to publish the source code of their Unreal Engine [3] in 2015 to let game developers investigate critical parts and send in patches and file bug reports. However, they did not change their model to OSS. Amazon (with the Lumberyard engine), Unity, and Crytek (with the CryEngine) follow similar models, where the source code is available for developers, but no open-source license is used. Other prominent source code releases included the famous id Tech engines, which powered games like Doom and Quake, and the Serious Sam Engine from Croteam [4, 5]. In both cases, they were made available GPL license for historical and educational purposes and developers never released the most recent version of their engines. These engines are not used only to develop games, but also to implement simulators that can be used to create datasets used in research, like CARLA [19] (a simulator for autonomous driving research) or UnrealCV [20], that are both based on Unreal Engine.
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Maggiorini, Dario, Laura Anna Ripamonti, and Federico Sauro. "Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine." International Journal of Computer Games Technology 2014 (2014): 1–12. http://dx.doi.org/10.1155/2014/485019.

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Video games are (also) real-time interactive graphic simulations: hence, providing a convincing physics simulation for each specific game environment is of paramount importance in the process of achieving a satisfying player experience. While the existing game engines appropriately address many aspects of physics simulation, some others are still in need of improvements. In particular, several specific physics properties of bodies not usually involved in the main game mechanics (e.g., properties useful to represent systems composed by soft bodies), are often poorly rendered by general-purpose engines. This issue may limit game designers when imagining innovative and compelling video games and game mechanics. For this reason, we dug into the problem of appropriately representing soft bodies. Subsequently, we have extended the approach developed for soft bodies to rigid ones, proposing and developing a unified approach in a game engine: Sulfur. To test the engine, we have also designed and developed “Escape from Quaoar,” a prototypal video game whose main game mechanic exploits an elastic rope, and a level editor for the game.
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Telang, Shree, Anirudh Patki, Anant Kale, Prathamesh Jadhav, and Gayatri Mujumdar. "Shooting Game Using Unreal Engine." International Journal for Research in Applied Science and Engineering Technology 11, no. 3 (March 31, 2023): 398–403. http://dx.doi.org/10.22214/ijraset.2023.49425.

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Abstract: In the realm of software engineering, the gaming industry is experiencing rapid growth, with shooter games emerging as one of the most popular genres for independent video game developers. These games are characterized by their fast-paced action, requiring a combination of skills from players, including strategic thinking, hand-eye coordination, and quick reflexes. To develop such games, developers can choose from a range of game engines, including Unity3D, Unreal Engine, Game Maker, and Godot, each offering access to a comprehensive suite of technologies and tools. Among these engines, Unity3D stands out as an integrated development tool, commonly used to create interactive content, such as video games and real-time 3D animations. Its user-friendly interface and cross-platform capabilities make it an ideal choice for independent developers, while its extensive library of assets provides a wealth of resources for creating engaging and immersive shooter games. This paragraph, with its professional tone, would be suitable for inclusion in a project abstract or other formal documents related to the field of software engineering. Our project demonstrates the creation of a video game using Unreal Engine and an agile methodology, which consists of four stages: preproduction, production, testing, and post-production. Through careful planning and execution, we were able to create a high-quality game in a short period of time with limited resources. This methodology has proven to be efficient, economical, and sustainable, reducing development costs and ensuring faster time to market. Our project showcases the applicability of this methodology, reinforcing our belief that adopting agile methodologies can lead to successful and sustainable projects in the gaming industry.
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Shelare, Mitali, Devyani Deshmukh, and Dr Sanjay Shitole. "A Survival Horror Game RIDE OUT." International Journal for Research in Applied Science and Engineering Technology 10, no. 5 (May 31, 2022): 1746–50. http://dx.doi.org/10.22214/ijraset.2022.42527.

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Abstract: In the Field of Software Engineering, Gaming is the fastest growing field and even more rapidly growing sector of game development the coming years are difficult to predict. Survival horror video games (SHVGs) are among the fastest-growing genres for independent video game developers. With horrific cinematic elements and fear-inducing characteristics, survival horror video games create a terrifying experience for users within a virtual environment. There are various game engines where we are able to create such amazing games such as in Unity3d, Unreal Engine, Game Maker, Godot, and more provide access to the identical technologies and tools available to large game developers. Unity3D Game Engine is an integrated development tool which is used to create interactive contents like video games, architectural visualization and real-time 3D animations. This paper studies about the Horror Survival game ‘RIDE OUT’ which we attempt to build for people to experience the horror and thrill within the virtual environment and hence the way it’s designed with horrific cinematic elements and fear-inducing characteristics. For the survival horror game, the plan goes: everything from building a scene and lighting, ending with battle mechanics and the design of game menus, create graphical effects, control the physical behavior of objects or even implement a custom AI system for characters in the game and much more. Keywords: survival horror video game, game development, AI, fear, game design, gameplay.
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Perdana, Muhammad Herdiansyah Putra, Pratama Wirya Atmaja, and Henni Endah Wahanani. "PEMBUATAN GAME TOWER DEFENSE HEROES CONQUEST MENGGUNAKAN UNITY." Prosiding Seminar Nasional Informatika Bela Negara 2 (November 25, 2021): 78–87. http://dx.doi.org/10.33005/santika.v2i0.112.

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Video game merupakan salah satu sarana hiburan yang sudah tidak asing lagi untuk semua orang dan sangat di gemari oleh banyak orang dari segala usia. Hal itu disebabkan video game dapat diakses tidak hanya melalui PC ataupun konsol, tetapi juga melalui ponsel pintar. Seringkali game juga dimanfaatkan untuk menghilangkan stress karena game dianggap seru dan menyenangkan. Ada sebuah riset untuk mengetahui apakah sebuah game mampu untuk menghilangkan stress. Riset dilakukan dengan mewawancarai 1.000 gamer tentang pandangan mereka terhadap game. Hasilnya, periset menemukan bahwa 55 persen perserta riset bermain video game karena membantu mereka untuk menghilangkan stres. Video game juga memiliki banyak genre (tipe), salah satunya adalah strategy. Strategy game adalah sebuah video game yang hasil akhirnya ditentukan dari cara apa yang dipilih oleh pemain. Genre strategy ini memiliki beberapa sub-genre, salah satunya adalah Tower Defense. Berdasarkan penjelasan tersebut maka penulis memilih untuk merancang game Heroes Conquest. Game Heroes Conquest adalah game yang ber-genre Tower Defense. Pemain diharuskan untuk melindungi base atau markas dari musuh-musuh yang berjalan ke dalam base dengan cara mengeluarkan tower untuk menyerang musuh-musuh tersebut. Demi terwujudnya perancangan dan pembuatan game ini. Maka diperlukan juga engine game maker yang mumpuni. Unity3D dipilih sebagai engine game untuk membuat game Heroes Conquest karena unity3D merupaka game engine yang support multi-platform build dan juga mampu mebuat game baik 2D, 2.5D, 3D.
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Chover, Miguel, Carlos Marín, Cristina Rebollo, and Inmaculada Remolar. "A game engine designed to simplify 2D video game development." Multimedia Tools and Applications 79, no. 17-18 (January 14, 2020): 12307–28. http://dx.doi.org/10.1007/s11042-019-08433-z.

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7

Gunawan, Kevin, and Raymond Bahana. "AethelmE, HTML5 Game Engine with Multiple Canvas Elements." Journal of Games, Game Art, and Gamification 1, no. 2 (October 19, 2021): 57–68. http://dx.doi.org/10.21512/jggag.v1i2.7252.

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Game engine is software which ease the game development. As the processor power technology evolved and the HTML5 (HyperText Markup Language 5) specification are developed, browsers nowadays can natively (without any need for external plug-in) display animations and multimedia files (audio and video) using JavaScript as the programming language. Some of the features which are used in this research are HTML5‘s canvas and audio elements. The problem is that none of the existing free HTML5 game engines is able to support multiple canvas elements. This research will create a game engine, called AethelmE, which support multiple canvas elements as its unique feature. This game engine is also able to support sprite transformation, browsers compatibility, external asset loading, and audio format compatibility. This research successfully resulted in creating an HTML5 game engine which supports multiple canvas elements. It also supports all the scopes, with a small exception on sound format compatibility. Moreover, this research conducted a performance comparison testing of multiple HTML5 game engines, from which can be concluded that multiple canvas elements does not give significant performance gain compared to a single canvas.
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Bambang Irawan and Azki Ramadhan. "Pengembangan Video Permainan Prisoner’s Dilemma 2D Platformer Dengan Menggunakan Unreal Engine." KALBISCIENTIA Jurnal Sains dan Teknologi 11, no. 01 (April 5, 2024): 54–62. http://dx.doi.org/10.53008/kalbiscientia.v11i01.3280.

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Industri video game telah tumbuh pesat dalam beberapa dekade terakhir, terutama dengan dominasi permainan 3D. Namun, game 2D dapat menjadi alternatif menarik dalam industri yang didominasi oleh permainan 3D. Penelitian ini bertujuan untuk mengembangkan game 2D dengan mengintegrasikan teori permainan "Prisoner's Dilemma" untuk menciptakan pengalaman bermain yang menarik bagi pemain. Teknik agile digunakan dalam pengembangan penulisan ini dikarenakan fleksibilitas dari pendekatan ini memungkinkan reaksi cepat terhadap perubahan kebutuhan pengembangan perangkat lunak. Setelah permainan dikembangkan dan diuji menggunakan Black Box Testing dan survey, maka dapat disimpulkan bahwa game Prisoner’s dilemma adalah game interaktif yang menarik dari segi pertarungan dan alur cerita cabang. Selanjutnya, umpan balik dari pemain disertakan melalui kuesioner dengan 28 responden. Hasilnya menunjukkan bahwa video game ini memiliki tampilan (UI) yang menarik, tingkat kesulitan yang cukup, dapat dijalankan dengan mudah pada komputer, kontrol yang mudah dioperasikan, dan mampu meningkatkan minat pemain untuk mencoba video game 2D lainnya.
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Toshev, Oleksandr, Oleksii Maksymov, Maksym Kiriakidi, and Maksym Maksymov. "Missile Strike Simulation in a Video Game Engine." Energy engineering and control systems 10, no. 1 (2024): 43–55. http://dx.doi.org/10.23939/jeecs2024.01.043.

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In the field of modern computer gaming (especially within the genre of war-game strategies, realistic first-person shooters and other warfare games) the complexity of virtual naval warfare mechanics and strategies significantly increases. There is a growing demand for advanced simulation tools to provide more immersive experience and more complex gameplay for all players. The goal of this research is to create a model and tool that can accurately predict the impact of anti-ship missiles on ships engaged in different game scenarios, considering a wide range of battle conditions. By encompassing a broad array of missile types, landing strategies, ship classes, aircraft types, reconnaissance options, electronic warfare technologies and various anti-air and missile defense systems, the simulation includes both offensive and defensive maneuvers to make sure that anti-ship missiles are important within the game scenarios. Firstly, the research focuses on enhancing prediction models for calculating the damage inflicted by missile strikes on opposing naval forces. Secondly, it seeks to refine algorithms for determining the required number of missiles to prevent rival player advances, thereby maximizing operational efficiency and effectiveness in defensive missions.
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Dharmawan, Eka Adhitya, and Joe Richie M. Roos. "RANCANG BANGUN APLIKASI VIDEO GAME FIRST PERSON SHOOTER MENGGUNAKAN ENGINE UNITY." JURNAL SIMETRIK 13, no. 1 (June 26, 2023): 661–68. http://dx.doi.org/10.31959/js.v13i1.1506.

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Video Game sebagai sebuah media telah menjadi hal yang besar dalam entertainment umum saat ini, dengan First-person Shooter sebagai salah satu genre paling populer untuk dimainkan saat ini. Sedangkan Perang Dunia Dua sebagai sebuah konflik ialah salah satu peperangan terbesar dalam sejarah manusia, adalah periode yang sangat populer bagi games untuk dijelajahi. Game ini didasari oleh periode tersebut, menampilkan kejadian perang di Ambon pada tahun 1942 yang pendek namun decisive melalui media sebuah game First-person Shooter. Game ini berjalan menggunakan Unity3D sebagai game engine. Sebuah game engine yang gratis dan gampang digunakan oleh masyarakat umum, Unity menyediakan pembelajaran yang gampang untuk membuat dan merancang sebuah game bagi siapa saja. Media Development life Cycle sendiri adalah metode penelitian yang akan digunakan untuk pengembangan game ini, dengan pengembangan ini terdiri atas 6 tahapan, seperti Konsep, Desain, Pengumpulan Material, Perakitan, Pengujian dan Distribusi. Perancangan game ini menghasilkan sebuah video game yang terbilang cukup immersive dengan lingkungannya, dengan pandangan first-person memberikan perspektif yang nyata tentang rasanya menjadi seorang tentara sekutu pada masa itu. Game ini menyenangkan namun juga menantang, game ini dapat dinikmati oleh remaja dan orang dewasa muda yang memiliki minat kepada video game, serta memberikan secara sekilas sebuah cerita tentang sesuatu yang terjadi di masa lalu.
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Aditya, Christian. "The Development Of Visual Aspects In Video Games Over The Years." ULTIMART Jurnal Komunikasi Visual 7, no. 2 (November 12, 2016): 18–22. http://dx.doi.org/10.31937/ultimart.v7i2.385.

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This report investigates the importance of creating a realistic environment in order to create an immersive world in digital games. The discussion will start from the history of Digital game development until now, discussing on the limitations of gaming consoles from time to time, and how game designers nowadays keep pushing the boundaries of the visual aspects of their game. Then focusing the discussion on the technical and art aspect of digital game design. By doing the analysis in this report, we can conclude that there are several reason that affects the visual quality of video games, such as the technology of the game console, the limitation of game engine, and also the skill of the game artist itself. Key words : Video Games, Digital Games, Game Console, Environment, Game Engine.
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Harisman, Hendra, Phillip Stothard, and Nurul Aflah. "Developing a Computer Simulation Game as a Training Tool for Mine Self-Escape in Underground Coal Mine." Aceh International Journal of Science and Technology 10, no. 1 (April 30, 2021): 18–22. http://dx.doi.org/10.13170/aijst.10.1.18752.

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– Gaming technology has been growing these years rapidly. The game engines have the capability of creating a very realistic virtual environment model. This technology can also be used for mining purposes. In this research, the game engine is specifically used to develop a mine self-escape simulation game for training purposes. The game engine which is used to develop the simulation game is Unreal Engine 3. The main advantage of using such a simulation game as a training tool is because it allows the trainee to experience a dangerous situation while not being put in danger. This kind of training is considered better than conventional briefing, normally conducted by showing a video or pamphlet. Studies have shown that people retain more information when they are involved interactively in the learning process. In this research, a computer simulation game as a training tool for underground coal mine self-escaped has been successfully created using fire scenarios. The player/trainee should follow some procedures to get to the safety zone
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Tunnel, Raimond-Hendrik, and Ulrich Norbisrath. "A Survey of Estonian Video Game Industry Needs." Journal of Education and Learning 11, no. 5 (July 29, 2022): 183. http://dx.doi.org/10.5539/jel.v11n5p183.

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Designing a video game design and development curriculum in higher education is a challenging task. Information about the needs of the respective industry certainly helps. In this paper, we have surveyed Estonian video game development companies to determine their current needs when it comes to knowledge areas, software tools, languages, abilities, and contextual fluencies. The survey is based on a similar survey conducted a decade ago and this paper compares the current results with those found earlier. Compared to the prior survey, we have found significant differences in the rated importance of knowledge in optimization, version control technologies, the C, C++, and C# programming languages, and the time management ability for video game development companies looking to hire university graduates. We have also extended the previous survey to include a contemporary selection of game design and development tools. Based on that, we have determined a strong need for graduates with skills specifically in Unity and Unreal Engine game engines, Photoshop raster image editing software, and Git version control software. While most of our results are largely consistent with the previous research, our added survey items like visual languages and game engines bring the results to the modern context. This allows curriculum designers and managers to see the differences regarding the landscape of industry needs for their graduates and thus make more informed decisions in their work.
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Luo, Zijin, Matthew Guzdial, Nicholas Liao, and Mark Riedl. "Player Experience Extraction from Gameplay Video." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 14, no. 1 (September 25, 2018): 52–58. http://dx.doi.org/10.1609/aiide.v14i1.13024.

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The ability to extract the sequence of game events for a given player's play-through has traditionally required access to the game's engine or source code. This serves as a barrier to researchers, developers, and hobbyists who might otherwise benefit from these game logs. In this paper we present two approaches to derive game logs from game video via convolutional neural networks and transfer learning. We evaluate the approaches in a Super Mario Bros. clone, Mega Man and Skyrim. Our results demonstrate our approach outperforms random forest and other transfer baselines.
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Ruiz Quiñones, Jorge, and Antonio J. Fernández Leiva. "Automated video game parameter tuning with XVGDL+." JUCS - Journal of Universal Computer Science 28, no. 12 (December 28, 2022): 1282–311. http://dx.doi.org/10.3897/jucs.75357.

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Usually, human participation is required in order to provide feedback during the game tuning or balancing process. Moreover, this is commonly an iterative process in which play-testing is required as well as human interaction for gathering all important information to improve and tune the game components’ specification. In this paper, a mechanism is proposed to accelerate this process and reduce significantly the costs of it, contributing with a solution to perform the game parameter tuning and game balancing using search algorithms and artificial intelligence (AI) techniques. The process is executed in a fully automated way, and just requires a game specification written in a particular video game description language. Automated play-testing, and game’s feedback information analysis, are related to perform game parameters’ tuning and balancing, leading to offer a solution for the problem of optimizing a video game specification. Recently, XVGDL, a new language for specifying video games which is based on the eXtensible Markup Language (XML), has been presented. This paper uses XVGDL+, an extension of this lan- guage that incorporates new components to specify, within the video game specification, desirable goals or requirements to be evaluated after each game execution. A prototypical implementation of a Game Engine (termed XGE+) was also presented. This game engine not only enables the execution of an XVGDL+ game specification but also provides feedback information once the game has finished. The paper demonstrates that the combination of XVGDL+ with XGE+ offers a powerful mechanism for helping solving game AI research problems, in this case, the game tuning of video game parameters, with respect to initial optimization goals. These goals, as one of the particularities of the proposal presented here, are included within the game specification, minimizing the input of the process. As a practical proof of it, two experiments have been conducted to optimize a game specification written in XVGDL via a hill climbing local search method, in a fully automated way.
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Dibrivniy, O. A., V. V. Grebenyuk, P. O. Kravchuk, O. V. Senkov, and O. A. Kilmeninov. "SOLID principies usage in video game development based on UNITY game engine." Telecommunication and information technologies 66, no. 1 (2020): 79–87. http://dx.doi.org/10.31673/2412-4338.2020.017987.

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Linares Barbero, Manuela, MARIA DOLORES GALLEGO PEREIRA, and SALVADOR BUENO AVILA. "ANALYZING THE CRITICAL SUCCESS FACTORS IN THE ONLINE-GAME DEVELOPMENT: A FRAMEWORK PROPOSAL USING THE DELPHI-TOPSIS METHOD." DYNA DYNA-ACELERADO (April 3, 2023): [ 7 pp]. http://dx.doi.org/10.6036/10829.

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The online-game industry has increased exponentially in the last years, boosted by the global pandemic crisis, and it´s expected to continue growing. Moreover, specialized software (game engines) is used to develop online-games. This fast growth of both, online-game industry and game engines, shows the convenience for a better understanding of online-games´ development. Thus, this paper aims to define a critical success factors (CSF) framework in developing online-games, and it combines the Delphi and TOPSIS methodology. Concretely, its application follows. First, CSF were recognized from the literature. Second, they were verified by contacting software developers of the game engine Unity using Delphi methodology. Then, a numerical example of the TOPSIS methodology is shown. This method allowed to generate a framework of 21 critical factors, grouped in 3 dimensions: (1) Game content design, (2) Value added and (3) Game motivation. The results revealed that competition is the most important factor in the Social motivation construct. Also, Mission and tasks, and User interface are the most important factors in the Game content design dimension. Definitely, this framework provides a tool for decision making in the online-game development process. Keywords: TOPSIS, Delphi, online-games, video-games, game engine, critical factors, web software
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Capasso-Ballesteros, Italo Felipe, and Fernando De la Rosa-Rosero. "Semi-automatic construction of video game design prototypes with MaruGen." Revista Facultad de Ingeniería Universidad de Antioquia, no. 99 (March 27, 2020): 9–20. http://dx.doi.org/10.17533/udea.redin.20200369.

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Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the participation of programmers and video game artists, MaruGen allows the generation of agile video game prototypes in the Unity game engine. These prototypes can be analyzed by the entire workgroup to look for games with diverse complexities that make them attractive to their users. MaruGen is based on the expression of rules on elements of interest in video games and the rewriting mechanism using L-Systems for the generation of procedural content. MaruGen was evaluated in the construction of the Cubic Explorer video game and tested by gamers and video game developers during the Game Jam Ludum Dare 38.
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Shepherd, Jeremiah J., Lingxi Zhou, William Arndt, Yan Zhang, W. Jim Zheng, and Jijun Tang. "Exploring genomes with a game engine." Faraday Discuss. 169 (2014): 443–53. http://dx.doi.org/10.1039/c3fd00152k.

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More and more evidence indicates that the 3D conformation of eukaryotic genomes is a critical part of genome function. However, due to the lack of accurate and reliable 3D genome structural data, this information is largely ignored and most of these studies have to use information systems that view the DNA in a linear structure. Visualizing genomes in real time 3D can give researchers more insight, but this is fraught with hardware limitations since each element contains vast amounts of information that cannot be processed on the fly. Using a game engine and sophisticated video game visualization techniques enables us to construct a multi-platform real-time 3D genome viewer. The game engine-based viewer achieves much better rendering speed and can handle much larger amounts of data compared to our previous implementation using OpenGL. Combining this viewer with 3D genome models from experimental data could provide unprecedented opportunities to gain insight into the conformation–function relationships of a genome.
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Rachmawan, Rachmawan, and Diny Anggriani Adnas. "Perancangan dan Pengembangan Video Game sebagai Media Terapi Depresi." Computer Based Information System Journal 10, no. 1 (March 27, 2022): 62–71. http://dx.doi.org/10.33884/cbis.v10i1.5443.

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Depresi merupakan salah satu penyakit mental yang paling umum terjadi saat ini, penderita depresi biasanya memiliki gangguan emosional besar yang disebabkan oleh stress dan ketegangan yang dapat menimbulkan munculnya keinginan untuk bunuh diri seiring waktu. Teknologi telah berkembang pesat, terutama dalam bidang multimedia, multimedia membuat pengiriman seperti informasi dan pesan menjadi sangat cepat dan praktis di dalam waktu yang singkat. Video game termasuk ke dalam salah satu bidang di multimedia yang paling populer, video game memiliki popularitas yang besar khususnya generasi muda, video game dapat membantu mengurangi stress dan kecemasan pemainnya. Di penelitian ini, peniliti akan mengembangkan video game menggunakan salah satu game engine yang terkemuka yaitu Unity dengan metode Research and Development yang menggunakan model ADDIE (Analyze, Design, Develop, Implement, Evaluate). Video game yang dikembangkan merupakan game berbasis cerita tentang depresi dan perasaan dikucilkan. Hasil dari penelitian ini berupa game platformer 2D berbasis cerita pendek yang dibentuk dan disusun di Unity. Pengembangan ini diharapkan dapat membantu penderita depresi untuk melawan depresi dan meningkatkan kesadaran mengenai penyakit depresi di masyarakat luas.
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Nur Affandi, Amam. "Pembuatan Game 2D Melawan Virus Menggunakan Unity Engine." SEMINAR TEKNOLOGI MAJALENGKA (STIMA) 8 (October 1, 2024): 35–42. http://dx.doi.org/10.31949/stima.v8i0.1243.

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A game or game is something that can be played with certain rules so that there are winners and there are losers, usually in a context that is not serious with the purpose of refreshing. Various games include; action, action-adventure, simulation, construction, and management, role playing games (RPG), strategy, racing, sports, puzzles, and word games. To create a digital game, a game engine designed to develop video games on various platforms is required. The Unity Engine can be used to create 2D (two-dimensional) and 3D (three-dimensional) games and supports a wide range of cross-platform devices such as smartphones, PCs, PlayStation 5, and many other platforms. In this study, the researcher wants to implement the creation of a 2D game called LAVIR using the GDLC (Game Development Life Cycle) method. The creation of this game aims to reduce anxiety, fear and eliminate boredom.
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Church, Matthew, Eric Graves, Jason Duncan, Adel Lari, Robin Miller, Neesha Desai, Richard Zhao, et al. "A Demonstration of ScriptEase II." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 7, no. 1 (October 9, 2011): 215–16. http://dx.doi.org/10.1609/aiide.v7i1.12421.

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This demonstration describes ScriptEase II, a tool that allows game story authors to generate scripts that control objects in video games by manipulating high level story patterns and game objects. ScriptEase II can generate scripting code for any game engine for which a translator is written. Currently there are translators for Neverwinter Nights and real Pinball games.
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Herlijanto, Amelia Agustina, and Timothy Arista Putra. "Perancangan Aset Visual 3D untuk Mobile Game Bertema Superhero." Journal of Information System,Graphics, Hospitality and Technology 6, no. 1 (April 4, 2024): 8–16. http://dx.doi.org/10.37823/insight.v6i1.322.

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Industri video game telah berkembang pesat dalam satu dekade terakhir oleh karena ketersediaan video game di berbagai platform, seperti komputer, konsol game, ponsel, dan berbagai perangkat genggam. Indonesia merupakan salah satu pasar game terbesar, sehingga banyak pengembang game bermunculan, salah satunya adalah Artbid Studio. Artbid berencana untuk membuat permainan baru bernama Transforming Superhero Rush yang merupakan jenis endless run. Dalam membuat game tentunya tidak lepas dari aset visual yang menarik. Oleh karena itu dalam penelitian ini akan dibuat aset visual untuk mobile game bertema Superhero. Permainan ini berbasis Android dan dikembangkan dengan Unity. Dalam pembuatan penelitian ini terdapat 4 tahapan dasar untuk mencapai kesuksesan dari tujuan yang ingin dicapai. Tahapan tersebut meliputi pengumpulan data, visual development untuk menentukan desain aset visual, 3D production sebagai proses pembuatan game ready asset, dan implementation to game engine yang merupakan penerapan aset serta tahap testing pada aset yang telah dibuat. Hasil akhir pada penelitian ini terbagi menjadi karya utama yang merupakan aset visual dalam bentuk model 3D. Hasil aset visual ini berupa model 3D karakter dengan rigging yang telah terpasang, environment, dan objek properti yang dirancang pada software 3D modeling dan siap digunakan pada game engine. Hasil karya dievaluasi kepada 50 orang responden dengan kriteria berusia 12-17 tahun, tinggal di Indonesia, dengan nilai bonus jika gemar bermain video game. Mayoritas responden memberikan tanggapan positif terhadap karya penelitian ini. Berdasarkan hasil kuesioner, sebanyak 80,6% responden memberi jawaban positif yang menunjukkan ketertarikan pada pemain terhadap tampilan aset visual. Berdasarkan fungsinya, aset visual 3D pada game ini dinyatakan berhasil yang mana sebanyak 97,43% responden memberi jawaban positif dan menunjukkan tidak adanya kendala yang menghambat alur permainan.
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Schenk, Kevin, Adel Lari, Matthew Church, Eric Graves, Jason Duncan, Robin Miller, Neesha Desai, et al. "ScriptEase II: Platform Independent Story Creation Using High-Level Patterns." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 9, no. 1 (June 30, 2021): 170–76. http://dx.doi.org/10.1609/aiide.v9i1.12672.

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As the video game industry grows, both developers and creative authors seek new ways to simplify the process of controlling story content using scripts. This paper describes a story model and its software implementation, ScriptEase II, designed to solve this game design bottleneck. ScriptEase II is the second generation of the ScriptEase system, whose goal was to enable game authors with no programming ability to generate scripting code from high-level game patterns. ScriptEase II differs from the original in two important ways. First, ScriptEase II uses game-dependent translators to generate scripts for any game engine. Second, ScriptEase II uses a drag-and-drop interface that simplifies the story component creation menus that grew cumbersome in the original ScriptEase. The feasibility of code generation has been validated using three different game engines and the advantages of the simple drag-and-drop interface have been validated by a user study.
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Buzys, Rytis, Rytis Maskeliūnas, Robertas Damaševičius, Tatjana Sidekerskienė, Marcin Woźniak, and Wei Wei. "Cloudification of Virtual Reality Gliding Simulation Game." Information 9, no. 12 (November 22, 2018): 293. http://dx.doi.org/10.3390/info9120293.

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Cloud gaming provides cloud computing-based game as a service. In this paper we describe the development of a virtual reality base gliding game as a proof-of-concept. In the cloud, a cloud gaming platform is hosted on cloud servers with two principal components: game logic engaged in the implementation of game mechanics and game interactions, and video renderer that generates the game frames in real-time. The virtual gliding game was realized in the Unity gaming engine. To ensure smooth playability, and access for remote players, the computationally-intensive parts of the game were offloaded to a physically remote cloud server. To analyze the efficiency of the client-cloud interaction, three cloud servers were setup. The results of cloudification were evaluated by measuring and comparing computation offloading performance, network traffic, the probability of service drop, perceptual quality and video quality.
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Pratama, Adhitya, Maulana Rizqi, and Agustinus Bimo Gumelar. "Implementasi Animation Montage untuk Karakter Animasi Dalam Game di Unreal Engine 4." Jurnal Ilmu Komputer dan Bisnis 14, no. 2 (November 2, 2023): 224–32. http://dx.doi.org/10.47927/jikb.v14i2.686.

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Game petualangan adalah genre video game yang diapresiasi secara luas oleh beragam individu dalam komunitas yang lebih luas. Permainan (gim) ini menggabungkan perspektif orang ketiga, memberi pengguna kesempatan untuk membenamkan diri dalam suasana gim yang tinggi dan menggembirakan. Banyak game petualangan memiliki daya tarik yang luas di antara ragamnya audiens, seperti pada Minecraft, sebuah game yang menawarkan kebebasan kepada pengguna untuk memulai petualangan di berbagai latar. The Last Of Us, merupakan sebuah giml bergenre petualangan yang terkenal dengan narasinya yang menarik. Ada banyak algoritma yang dapat digunakan untuk menghasilkan karakter permainan interaktif. Penelitian ini menggunakan metode montase animasi sebagai teknik. Pemilihan Animated Montage didasarkan pada tingkat fleksibilitasnya yang tinggi, yang memungkinkan editor untuk mengintegrasikan berbagai efek animasi dengan mulus ke dalam satu elemen. Studi ini menggunakan mesin Unreal, sebuah mesin game yang diakui secara luas karena kompatibilitasnya dengan desain game 3D diantara beragam mesin game yang tersedia untuk pengembangan game.
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Meier, Cecile, Jose Luis Saorín, Alejandro Bonnet de León, and Alberto Guerrero Cobos. "Using the Roblox Video Game Engine for Creating Virtual tours and Learning about the Sculptural Heritage." International Journal of Emerging Technologies in Learning (iJET) 15, no. 20 (October 19, 2020): 268. http://dx.doi.org/10.3991/ijet.v15i20.16535.

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This paper describes an experience to incorporate the realization of virtual routes about the sculptural heritage of a city in the classroom by developing a simulation of the urban environment using a video game engine. Video game engines not only allow the creation of video games but also the creation and navigation of in-teractive three-dimensional worlds. For this research, Roblox Studio has been used, a simple and intuitive program in which no previous programming skills are required. During the 2018/2019 academic year, a pilot experience was carried out with 53 secondary school students who were given the task of designing a virtual environment in which they had to include 3D models of the sculptural her-itage of the city of Santa Cruz de Tenerife. Before starting the experience, the par-ticipants answered a questionnaire to obtain a previous idea of the students' knowledge about the creation of video games. Once the activity was finished and in order to evaluate the result of the activity, the participants answered a final questionnaire. The students emphasized that after the activity they are more aware of the sculptural heritage of Santa Cruz and that they consider themselves capable of creating their own interactive worlds with Roblox.
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Smith, Geneva, and Jacques Carette. "Design Foundations for Emotional Game Characters." Eludamos: Journal for Computer Game Culture 10, no. 1 (April 21, 2020): 109–40. http://dx.doi.org/10.7557/23.6175.

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Recent Computer Role Playing Games such as Bethesda’s The Elder Scrolls V: Skyrim and Nintendo’s The Legend of Zelda: Breath of the Wild, have entranced us with their expansive, complex worlds. However, the Non-Player Characters (NPCs) in these games remain stale and lackluster outside of scripted events. This is, in part, because game engines generally do not simulate emotions in their NPCs while they wander in the world. Wouldn't these games be much more interesting, potentially even more re-playable, if NPCs reacted more appropriately to the situations they find themselves in?To be able to do this, designers need an engine that models emotion, based on inputs available in the game world and from other designer-defined character elements such as personality, goals, and mood. A full-fledged cognitive architecture could fulfill this task, but it would likely be much too inefficient for use in a real-time environment like a game.There are many psychological models of emotion but only a few have been explored for video game applications. A game requires an emotion engine which generates believable results to enhance NPC agency and player engagement. Unlike AI agents and simulations of cognitive psychology theories, an emotion engine for games does not need to be correct or even justifiable. This enables the exploration of a variety of emotion theories that have not been actively considered for games. One such theory is Plutchik's psychoevolutionary synthesis. He proposes a method of organizing emotions into a cone, where the intensity of an emotion increases as one moves up the sides. It also postulates that primary emotions in the model can be arranged in opposing pairs and that other emotions can be composed from the primary emotions and their intensities. This allows for greater flexibility in the number and type of emotions to include, whereas most models that have been used before define a closed set of emotion types—a serious constraint on designer's freedom. A second theory, Lazarus's cognitive appraisal, better describes emotion elicitation and behaviour selection, and appears to integrate well with Plutchik's work.An emotion engine based on simplified versions of psychoevolutionary synthesis and cognitive appraisal is an understudied approach towards emotional NPCs. Together with readily identifiable elements of emotion processing, such as attention and action selection, an engine can be designed and customized to meet the needs of game designers with minimal impact on computational resources.We will present an overview of some existing cognitive architectures and emotion engines followed by a description of key elements in psychoevolutionary synthesis and cognitive appraisal. Next we list some requirements for an emotion engine for NPCs and how our selected emotion theories meet them. Finally, we propose a design and a collection of game-oriented test scenarios to illustrate how our design handles various facets of NPC emotional responses.
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Wibawanto, Muhammad Dzulfiqar Ramadhan, Angga Aditya Permana, and Adhi Kusnadi. "DESIGN AND BUILD VR HORROR GAMES WITH PROCEDURAL CONTENT GENERATION USING CELLULAR AUTOMATA ALGORITHM." IJISCS (International Journal of Information System and Computer Science) 7, no. 2 (August 31, 2023): 168. http://dx.doi.org/10.56327/ijiscs.v7i2.1568.

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The development of video games is very fast according to data obtained by ESA in 2021, about 226 million people on American played video games and in Indonesia 105 million people play video games and this will continue to increase, it is predicted that in 2025 video players gaming in Indonesia will reach 127 million people, this causes the need for game content continues to increase while for making game content it is not something that cheap, one way to reduce costs in making content in the game is to implement procedural content generation, procedural content generation is one way of creating content game automatically by using an algorithm. This research aims to design and build a virtual reality horror game using use cellular automata algorithm, cellular automata algorithm in research This research is used for map making, besides that this research also aims to measure the level of player satisfaction with the game that has been made. Game created using the Unity 3D game engine and the C# programming language. After game has been successfully built, will measure the level of satisfaction through cakes. questionnaire using GUESS-18, based on tests that have been carried out with GUESS-18, the results obtained are 77.1 percent, which can be concluded that the level of player satisfaction is categorized as good.
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Suciansyah, Ramadhani, Bartholomius Harpad, and Hanifah Ekawati. "Implementation of the Breadth First Search Algorithm in the Darkness Maze Game Based on Desktop Intelligent Agent." TEPIAN 2, no. 3 (September 1, 2021): 125–29. http://dx.doi.org/10.51967/tepian.v2i3.346.

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This research was developed with a multimedia development stage consisting of 6 stages, namely Concept, Design, Material Collecting, Assembly, Testing and Distribution. Analysis of system design using UML (Unified Modeling Language) which consists of Use Case Diagrams, Activity Diagrams and Sequence Diagrams. In the development of this 3D game using the Unity Engine as software designed for the creation and development of video games assisted by typing some coding programs. The test method uses Black-Box testing and Beta Testing. Testing and Distribution (Distribution). Analysis of system design using UML (Unified Modeling Language) which consists of Use Case Diagrams, Activity Diagrams and Sequence Diagrams. In developing this 3D game using the Unity Engine as software designed for the creation and development of video games assisted by typing some coding programs. The test method uses Black-Box testing and Beta Testing. Testing and Distribution . Analysis of system design using UML (Unified Modeling Language) which consists of Use Case Diagrams, Activity Diagrams and Sequence Diagrams. In developing this 3D game using the Unity Engine as software designed for the creation and development of video games assisted by typing some coding programs. The test method uses Black-Box testing and Beta Testing. The final results of this study can be applied with the help of typing coding so that the path points that have been created can provide information about adjacent paths so that they can find an exit path.
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Nasution, Salhazan, Arbi Haza Nasution, and Arif Lukman Hakim. "Pembuatan Plugin Tile-Based Game Pada Unity 3D." IT JOURNAL RESEARCH AND DEVELOPMENT 4, no. 1 (August 15, 2019): 46–60. http://dx.doi.org/10.25299/itjrd.2019.vol4(1).3517.

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Saat ini video games sudah menjadi hal umum dalam kehidupan masyarakat dunia. Sejalan dengan itu, proses pengembangan sebuah game menjadi lebih baik dengan kemunculan game engine. Salah satu dari sekian banyak game engine yang paling sering digunakan adalah Unity. Unity memberikan berbagai macam fitur, salah satunya adalah kemampuan untuk menggunakan plugin. Hanya saja, Unity sendiri belum memiliki plugin untuk pengembangan game berbasis tile. Tanpa dukungan plugin, pengembangan tile-based game akan memakan waktu sangat lama, karena setiap tile harus diatur ulang masing-masing posisinya pada koordinat x, y, dan z dengan sangat presisi setiap kali tile baru dibuat. Solusi dari masalah tersebut adalah dengan membuat GUI (Graphical User Interface) pada editor Unity, dengan melakukan ekstensi kelas Editor milik Unity. Dengan melakukan ekstensi kelas tersebut, sebuah sistem menu baru dapat dibuat khusus untuk melakukan level editing pada tile-based game. Dengan menggunakan plugin ini, pengembangan tile-based game dapat menjadi lebih efektif dan efisien, baik dari segi sumber daya, waktu, dan kemudahan pengerjaan.
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Aycock, John, Andrew Reinhard, and Carl Therrien. "A Tale of Two CDs: Archaeological Analysis of Full-Motion Video Formats in Two PC Engine/TurboGrafx-16 Games." Open Archaeology 5, no. 1 (August 19, 2019): 350–64. http://dx.doi.org/10.1515/opar-2019-0022.

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AbstractAs an example of how the archaeology of modern/contemporary media can be conducted, we examine the technology behind artifacts with cultural relevance in modern society: video games. In particular, we look at two game artifacts from the PC Engine/TurboGrafx-16, a game console produced from 1987–1994. A 1× CD-ROM drive could be added on to the console, with a corresponding increase in the amount of data a game could access, and some games took advantage of this capability to include full-motion video (FMV). This digital excavation report details the FMV formats of two such games along with the methodology used to reverse engineer the formats and verify the correctness of the analysis.
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Aky, Nathan. "How to Link Educational Purposes and Immersive Video Games Development? An Ontological Approach Proposal." Special Issue on Trans- and Inter-Disciplinary Research, Education, and Communication 22, no. 4 (June 2024): 6–13. http://dx.doi.org/10.54808/jsci.22.04.6.

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Video games offer a interesting approach for enhancing educational experiences across various domains. Whether repurposing existing games, such as Sim City for teaching budget management, or developing dedicated serious games, they enrich the spectrum of educational resources available. Nevertheless, creating immersive gaming and learning environments presents challenges. The absence of consensus on comprehensive tools or models poses an initial hurdle. Furthermore, designing such experiences entails intricate considerations, including multidisciplinary collaboration and the inherent complexity of open nature of learning experiences. Our proposed ontology addresses these challenges by integrating concepts from education, immersive game design, and virtual environments. This integration facilitates the alignment of learning objectives with game-design elements, leveraging the multi-agent systems paradigm for coherence. Serving as a semantic hub, our ontology enhances communication among interdisciplinary teams by employing clearly defined terms. Additionally, it provides a robust conceptual framework to navigate the complexity inherent in educational game development. We assess the efficacy of our ontology by instantiating it with several existing games or game engine. This instantiation validates its expressiveness and completeness, while logical consistency is confirmed through inference engine verification. Through these efforts, our ontology emerges as a valuable tool for advancing the design and development of educational video games.
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Xiao, Shou Bai. "The Application of Multimedia Video Technology in 3D Table Tennis Games." Applied Mechanics and Materials 599-601 (August 2014): 1934–37. http://dx.doi.org/10.4028/www.scientific.net/amm.599-601.1934.

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With the continuous development of computer technology, the technology in designing and developing 3D games has been more and more mature. Compared to the traditional ones, 3D games present more real screen effects and stronger visual impact due to its adopting the concept of stereo space coordinates, increasing the arbitrariness of space operation and its own attraction. By applying media video technology to 3D table tennis games, players can hit the ball with the racket to implement the move of the ball in the game scene. To achieve the ball’s real-time depiction, every frame in the game must be updated. An outstanding 3D game cannot be developed without an excellent 3D game engine. The complex graphic algorithm of the game is encapsulated in modules efficiently while simple and effective SDK interface, powerful editor and matching third-party plug-ins are provided externally. Meanwhile, it possesses the function in network, database and script, etc, making the development of 3D games easier and of high quality. Numerous UI (graphical interfaces) are offered in the whole game to help players understand and learn the game. The game is operated so easily that it can be well played only through click, which simplifies the fussy operation of regular ones and provides players with more enjoyment.
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Noor Asyikin, Arifin, and Ali Watoni. "“Jukung Banjar” Game Arcade 2D Berbasis Web." Lentera: Jurnal Pendidikan 14, no. 2 (December 30, 2019): 8–15. http://dx.doi.org/10.33654/jpl.v14i2.882.

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Video game yang biasa disebut gim telah telah menjadi bagian dari sarana hiburan pada zaman modern ini. Awalnya gim hanya tersedia pada komputer khusus yang berada pada lembaga tertentu. Seiring perkembangan zaman, gim tersedia secara luas melalui berbagai platform, diantaranya komputer personal, konsol, telepon genggam, serta mesin arcade pada tempat hiburan. Ini tidak lepas dari tersedianya platform terkait dengan harga yang relatif terjangkau, serta peran dari pengembang gim itu sendiri. Dalam pengembangan gim, terdapat tools yang mampu mempercepat proses pengembangan gim yang disebut game framework dan game engine. Ada beberapa game framework dan game engine yang tersedia secara gratis, salah satunya adalah Phaser. Phaser adalah framework untuk mengembangkan gim yang berbasis web. Dalam membuat gim yang penulis ajukan, yakni gim bergenre arcade 2D, penulis akan menggunakan framework Phaser dalam proses pengembangannya. Harapannya setelah gim berhasil dibuat, gim tersebut dapat menjadi sarana hiburan bagi pemainnya, serta menjadi sarana pembelajaran bagi penulis dalam proses mengembangkan sebuah gim.
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Aliaga, Camila, Cristian Vidal, Gabriel K. Sepulveda, Nicolas Romero, Fernanda González, and Nicolas A. Barriga. "Level Building Sidekick: An AI-Assisted Level Editor Package for Unity." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 19, no. 1 (October 6, 2023): 392–99. http://dx.doi.org/10.1609/aiide.v19i1.27535.

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Developing an original video game requires high investment levels, market research, cost-effective solutions, and a quick development process. Game developers usually reach for commercial off-the-shelf components often available in the engine's marketplace to reduce costs. Mixed-initiative authoring tools allow us to combine the thoughtful work of human designers with the productivity gains of automated techniques. However, most commercial AI-assisted Procedural Content Generation tools focus on generating small independent components, and standalone research tools available for generating full game levels with state-of-the-art algorithms usually lack integration with commercial game engines. This article aims to fill this gap between industry and academia. The Level Building Sidekick (LBS) is a mixed-initiative procedural content generation tool built by our research lab in association with four small independent game studios. It has a modular software architecture that enables developers to extend it for their particular projects. The current version has two working modules for building game maps, an early version of a module for populating the level with NPCs or items, and the first stages of a quest editor module. An automated testing module is planned. LBS is distributed as an AI-Assisted videogame-level editor Unity package. Usability testing performed using the ``Think-Aloud'' methodology indicates LBS has the potential to improve game development processes convincingly. However, at this stage, the user interface and the AI recommendations could improve their intuitiveness. As a general comment, the tool is perceived as a substantial contribution to facilitating and shortening development times, compared to only using the base game engine. There is an untapped market for mixed-initiative tools that assist the game designer in creating complete game levels. We expect to fill that market for our partner development studios and provide the community with an open research and development platform in a standard game engine.
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Kurniawan, Rashad Fathin. "Perancangan Game 2D “Omar’s Adventure” Menggunakan Metode Finite State Machine." JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING 6, no. 1 (July 21, 2022): 18–26. http://dx.doi.org/10.31289/jite.v6i1.6327.

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Di zaman sekarang ini, berkembangnya teknologi membawa dampak yang besar pada berbagai bidang industri. Salah satunya yaitu dalam bidang video game. Game merupakan sebuah permainan yang memiliki peraturan di dalamnya yang harus dipatuhi ketika permainan berlangsung hingga muncul sebuah kemenangan atau kekalahan. Game sendiri terdiri dari berbagai macam salah satunya yaitu game 2D. Game 2D merupakan sebuah permainan yang hanya memiliki 2 ruang atau 2 sumbu yaitu sumbu X dan Y. Game juga dapat digunakan sebagai wadah untuk mengenalkan budaya-budaya islami. Perancangan game 2D "Omar's Adventure" ini dilakukan dengan menggunakan game engine Unity, dimana dalam pembuatan game diterapkan metode Finite State Machine (FSM). Game ini berisi tentang petualangan si Omar, dimana dia akan melewati level-level untuk mencapai tempat tujuannya. FSM yang diberikan pada game ini memiliki tujuan untuk membuat beberapa rintangan bergerak / bereaksi sesuai pergerakan player untuk menambahkan kesulitan dalam memainkannya.
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Dekkati, Sreekanth. "Blender and Unreal Engine Character Design and Behavior Programming for 3D Games." ABC Journal of Advanced Research 9, no. 2 (December 31, 2020): 115–26. http://dx.doi.org/10.18034/abcjar.v9i2.704.

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A software game is a program used for entertainment and severe purposes that can be applied to many fields such as education, business, and health care. These more severe uses can apply to a variety of domains. The software game development technique is distinct from traditional software development due to the multidisciplinary nature of the game development methods, which include elements such as sound, art, control systems, artificial intelligence (AI), and human factors. The fundamental software engineering principles allow game creation to achieve maintainability, flexibility, reduced time and expense, and improved design. This study's objectives are to (1) evaluate the current level of research on the process of game development software engineering and (2) draw attention to aspects of this process that require additional investigation by researchers. In the research, we utilized a methodology that consisted of a comprehensive literature evaluation based on widely recognized digital libraries. The production phase of the game development software engineering process life cycle has been the focus of most research published on the topic. The pre-production phase has followed this. In comparison, the amount of research focused on the post-production phase is far lower than that of the pre-production and production stages. According to this research, developing video games through software engineering has many facets that require more attention from researchers; this is especially true regarding the post-production phase.
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Evin, Inan, Perttu Hämäläinen, and Christian Guckelsberger. "Cine-AI: Generating Video Game Cutscenes in the Style of Human Directors." Proceedings of the ACM on Human-Computer Interaction 6, CHI PLAY (October 25, 2022): 1–23. http://dx.doi.org/10.1145/3549486.

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Cutscenes form an integral part of many video games, but their creation is costly, time-consuming, and requires skills that many game developers lack. While AI has been leveraged to semi-automate cutscene production, the results typically lack the internal consistency and uniformity in style that is characteristic of professional human directors. We overcome this shortcoming with Cine-AI, an open-source procedural cinematography toolset capable of generating in-game cutscenes in the style of eminent human directors. Implemented in the popular game engine Unity, Cine-AI features a novel timeline and storyboard interface for design-time manipulation, combined with runtime cinematography automation. Via two user studies, each employing quantitative and qualitative measures, we demonstrate that Cine-AI generates cutscenes that people correctly associate with a target director, while providing above-average usability. Our director imitation dataset is publicly available, and can be extended by users and film enthusiasts.
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Chein-Liang Chen, Bor-Sung Liang, and Chein-Wei Jen. "A low-cost raster engine for video game, multimedia PC and interactive TV." IEEE Transactions on Consumer Electronics 41, no. 3 (1995): 724–30. http://dx.doi.org/10.1109/30.468017.

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Noorlela Marcheta and Lintang Kirana Putri Hartanto Hartanto. "Pengembangan Game Edukasi 3D “MathRoom” Sebagai Media Pembelajaran Bilangan Pecahan Matematika Siswa Kelas 5 Sekolah Dasar Menggunakan Unity Engine." MULTINETICS 10, no. 1 (July 16, 2024): 21–30. http://dx.doi.org/10.32722/multinetics.v10i1.5100.

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Abstrak-- Pandemi COVID-19 berdampak dalam bidang pendidikan, proses pembelajaran berubah dari tatap muka menjadi pembelajaran jarak jauh atau daring. Inovasi teknologi dalam penyampaian materi saat melakukan pembelajaran secara daring sangat dibutuhkan tenaga pengajar untuk digunakan sebagai media pembelajaran agar materi mudah dipahami siswa, salah satunya adalah game edukasi. Game edukasi 3D “MathRoom” ini bertujuan sebagai media pembelajaran untuk siswa kelas V sekolah dasar dengan visualisasi 3D dan memakai perspektif First Person Controler yang disertai video animasi 2D sebagai penjelasan permasalahan. Dalam pembuatan game “MathRoom” metode yang digunakan adalah metode Game Development Life Cycle (GDLC). Proses pembuatan game ini menggunakan Unity Engine dan bahasa pemograman C# berbasis desktop. Hasil dari pembuatan game ini menunjukan 75% dari 40 siswa menyatakan bahwa game MathRoom meningkatkan ketertarikan siswa untuk mempelajari materi bilangan pecahan setelah memainkannya. Dan 100% dari 40 siswa menyatakan bahwa animasi 2D dalam game MathRoom dapat membantu siswa dalam memahami materi bilangan pecahan.
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Pratama, Galih Dea, Hafizh Ash Shiddiqi, Eric Savero Hermawan, Andien Dwi Novika, and Elshad Ryan Ardiyanto. "Remake of Survival Horror Video Game and How It’s Implemented." Journal of Games, Game Art, and Gamification 9, no. 1 (June 30, 2024): 22–29. http://dx.doi.org/10.21512/jggag.v9i1.10999.

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Video game is particularly known as an interactive media designed to present entertainment among its targeted users. While being released from time to time, there comes the desire to provide the outdated games to the modern audiences, hence surfaces the trend of video game remakes, which recently presented through Resident Evil 4 that serves as the newer version to the original one released in 2005. To give better understanding on the games, there is Elemental Tetrad which emphasizes on four elements like Mechanics, Story, Aesthetics and Technology. In this research, Elemental Tetrad is utilized to analyze both versions of Resident Evil 4, diving deep into how the game elements are implemented by the games while also highlighting the advances presented in the remake version compared to the original one. There are various differences of both games, such as the existence of more new mechanics, the expanded story and characterizations, slight change in the aesthetics to accommodate the realism of the remake, with all are enabled through the usage of latest RE Engine.
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43

Šosvald, David, and Lukáš Kolek. "Investigating the Role of Adaptivity in Video Games for Attitude Change." European Conference on Games Based Learning 18, no. 1 (October 7, 2024): 962–70. http://dx.doi.org/10.34190/ecgbl.18.1.2636.

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Video games have become one of the most widespread forms of media in the 21st century, bringing interactive digital narratives to over 3 billion people globally. Like other media, video games feature topics from our society, culture, and history. Research has shown that narrative-driven video games have a unique potential to influence explicit and implicit attitudes toward the topics they depict. However, the concrete mechanisms through which video games shape our attitudes remain unclear. Identifying the mechanisms behind the attitude-shaping effect would help to design more effective educational games and simulations. One aspect that reduces the potential of video games to change attitudes is a so-called credibility bias, a phenomenon where information contradicting one’s pre-existing beliefs is deemed less credible. For this reason, our work focuses on employing adaptivity to improve the attitude-shaping effect of video games. We hypothesize that adapting gameplay elements based on players’ pre-existing attitudes will mitigate the credibility bias, leading to greater attitude changes and enhanced game enjoyment compared to a static presentation. We propose assessing players’ attitudes before playing and adapting the game content accordingly, utilizing in-game metrics to track players’ actions to further refine the content. This work focuses on adapting highlights in user interfaces, narrative-related messages, and in-game goals. To empirically test our hypothesis, we have developed two versions of a video game – an experimental version featuring adaptive game elements and a control version with static content. For this proof-of-concept experiment, we have chosen the topic of electromobility, but we designed the adaptive elements to be usable with any topic. The experimental game is a delivery manager simulator featuring electric and combustion engine cars, with the aim of showcasing the usability and advantages of electric cars. Our experimental design involves a pretest-posttest setup with an experimental and a control group. We utilize measures for implicit and explicit attitudes and game enjoyment. This empirical study will bring valuable data reacting to the identified research gap. Should the adaptive approach prove to be usable, it could be widely utilized to improve the attitude-shaping potential of educational games.
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44

Zhang, Shengjie. "The application and algorithm of fabric simulation in game industry." Applied and Computational Engineering 67, no. 1 (July 16, 2024): 78–88. http://dx.doi.org/10.54254/2755-2721/78/20240638.

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fabric simulation has emerged as a crucial aspect of computer graphics, particularly in applications such as film production, video games, and design. This paper provides a comprehensive review of fabric simulation methodologies, implementation techniques, and its diverse applications within the game industry. The fabric simulation algorithms are broken down into Fabric Modeling, Dynamic Simulation, and Collision Handling. The three common modeling strategies of Elasticity-Based Models, Particle-Based Models, and Mass-Spring Damper Models, are discussed in detail. Additionally, dynamic simulation strategies such as Position-Based Dynamics (PBD) and Extended Position-Based Dynamics (XPBD) are explored for their role in real-time simulations, particularly in the game industry. The paper also delves into collision handling algorithms, exploring the strategies for accurate collision detection and response. The application of fabric simulation in the game industry is highlighted, showcasing how it enhances realism and immersion by simulating fabric movement and interactions with the environment. The paper introduced various fabric simulation tools and systems within popular game engines like Unity 3D and Unreal Engine 5. Furthermore, optimization strategies, such as view-dependent adaptive simulation, are discussed to improve performance providing insight for future work.
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45

Zhang, Shengjie. "The application and algorithm of fabric simulation in game industry." Applied and Computational Engineering 67, no. 1 (July 16, 2024): 78–88. http://dx.doi.org/10.54254/2755-2721/67/20240638.

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fabric simulation has emerged as a crucial aspect of computer graphics, particularly in applications such as film production, video games, and design. This paper provides a comprehensive review of fabric simulation methodologies, implementation techniques, and its diverse applications within the game industry. The fabric simulation algorithms are broken down into Fabric Modeling, Dynamic Simulation, and Collision Handling. The three common modeling strategies of Elasticity-Based Models, Particle-Based Models, and Mass-Spring Damper Models, are discussed in detail. Additionally, dynamic simulation strategies such as Position-Based Dynamics (PBD) and Extended Position-Based Dynamics (XPBD) are explored for their role in real-time simulations, particularly in the game industry. The paper also delves into collision handling algorithms, exploring the strategies for accurate collision detection and response. The application of fabric simulation in the game industry is highlighted, showcasing how it enhances realism and immersion by simulating fabric movement and interactions with the environment. The paper introduced various fabric simulation tools and systems within popular game engines like Unity 3D and Unreal Engine 5. Furthermore, optimization strategies, such as view-dependent adaptive simulation, are discussed to improve performance providing insight for future work.
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46

Iliev, Georgi. "A MOBILE CROWDSOURCING SYSTEM FOR FOOTBALL MATCH LIVE VIDEO STREAMING." CBU International Conference Proceedings 6 (September 25, 2018): 1083–88. http://dx.doi.org/10.12955/cbup.v6.1298.

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Mobile crowdsourcing is a fast-growing emerging approach whereby large groups of mobile users are engaged in a collaborative work on performing a particular task or using its results. This paper presents a concept for the development of a mobile crowdsourcing system with extended capabilities for real-time broadcasting and receiving amateur football match video. It is designed to resolve the problem of possible delays and the overload of a system and to accelerate the process of big video data transmission. The proposed system is based on a service-oriented, three-layer cloud architecture and a specialized mobile video streaming application. The architecture includes a main server, infrastructure of scalable multi-parallel video processing engine and an auxiliary server for synchronizing real-time information, which significantly facilitates the handling of user requests with minimal cost and at a high speed. The concept is realized in the Footlikers platform as a basic client-server, WOWZA streaming engine, deployed on an Amazon EC2 cloud machine and a simple sync-server. The results of the program realization of the developed system prototype are presented, regarding football game video steaming intended for amateur football competitions based and organized in France, Belgium and Luxembourg.
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Tazouti, Yassine, Siham Boulaknadel, and Youssef Fakhri. "ImALeG: A Serious Game for Amazigh Language Learning." International Journal of Emerging Technologies in Learning (iJET) 14, no. 18 (September 30, 2019): 28. http://dx.doi.org/10.3991/ijet.v14i18.10854.

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At present, serious games are experiencing a growing popularity and popularity, with areas of application that extend not only to education, but also to other sec-tors such as the military, health and business sectors, among others. Since video games facilitate the learning of complex processes, their associated benefits have been reoriented principally to the educational, training and information processes. This paper presents of "ImALeG" project, a 3D serious game, whose objective is to develop and auto evaluate competencies of Amazigh language learning in a vir-tual environment. ImALeG is a serious language game designed for all age groups who want to learn Tifinaghe in an interactive way. The game leverages the use of virtual reality developed with Unity 3D game engine to implement immer-sive learning as well as a multi-agent system to ensure game interactivity.
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48

Rodríguez González, Esther, Josep R. Casals Ausió, and Sebastián Celestino Pérez. "Application of real-time rendering technology to archaeological heritage virtual reconstruction: the example of Casas del Turuñuelo (Guareña, Badajoz, Spain)." Virtual Archaeology Review 14, no. 28 (August 11, 2022): 38–53. http://dx.doi.org/10.4995/var.2023.17460.

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Highlights: The use of real-time rendering with ray tracing technology as a tool for heritage virtual reconstruction is proposed. The possibilities that the use of next-generation video game engines, specifically Unreal Engine, offer are evaluated in terms of their application in heritage virtualisation. The first results of the virtual reconstruction of the Tartessian site of Casas del Turuñuelo are presented, after using real-time ray tracing technology as a research method to create and review architectural hypotheses. Abstract: Virtual reconstruction has become a fundamental tool to study and analyse archaeological heritage, given its usefulness for both research and dissemination. Although the discipline has advanced exponentially in recent years, the workflow used in most jobs is still based on the offline methodology as the preferred rendering engine. In contrast, this paper proposes the substitution of this methodology with the new ray tracing in real-time rendering technology; specifically, the authors used Unreal Engine to develop virtual reconstruction work as a research tool during the excavation of an archaeological site, as well as to disseminate the results of the study of each phase. The aim is to exploit the advantages of the immediacy of calculating high-quality and realistic lighting and materials, as well as the interaction and immersion in the virtual model that this system for the development of video games offers. This paper highlights: a) the benefits detected when using real-time technology in heritage reconstruction during the work carried out to date, and b) its limitations and its future evolution with the development of the technology. To demonstrate the usefulness of this tool, the authors present the reconstruction project of the Casas del Turuñuelo site (Guareña, Badajoz). It is one of the best preserved protohistoric sites in the Western Mediterranean, which is why applying this technology to this case study was considered appropriate. The excellent architectural preservation of the Casas del Turuñuelo building is an extraordinary example to assess the usefulness of applying video game engines to heritage reconstruction. This settlement is one of the first known examples of this technology being applied to heritage, specifically, to the virtualisation of an archaeological site under excavation. This methodology and its improvements will be applied to the virtual reconstruction of this project as the excavation of this site advances; thus, one of the main outreach tools developed within the framework of Building Tartessos project will be made available to users as a final product.
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49

Fiadotau, Mikhail. "Dezaemon, RPG Maker, NScripter: Exploring and classifying game ‘produsage’ in 1990s Japan." Journal of Gaming & Virtual Worlds 11, no. 3 (October 1, 2019): 215–30. http://dx.doi.org/10.1386/jgvw.11.3.215_1.

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The article examines three tools used for hobbyist game development in 1990s Japan: the Dezaemon series of user-customizable shoot ‘em up games, the RPG Tsukūru (RPG Maker) series of tools for creating Japanese-style role-playing games and the NScripter scripting engine for visual novels. In doing so, it aims to highlight the diversity, but also to bring out the commonalities, of game ‘produsage’: producing video games by using dedicated software. The focus on a non-western historical context is an attempt to challenge assumptions about the locales and platforms of game produsage prevalent in English-language scholarship. The article concludes with a two-axis typology of game produsage, based on the degree of expressive freedom their functionality enables and the limitations they impose on users’ distributing their games.
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Al-Batineh, Mohammed. "The localization of food- and drink-related items in video games." Digital Translation 10, no. 1 (July 24, 2023): 37–57. http://dx.doi.org/10.1075/dt.22011.alb.

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Abstract This study examines the localization of food- and drink-related items in The Witcher 3 (2015). It analyzes the original English and Arabic versions using the corpus approach. A list of food- and drink-related lexemes was extracted from the English original game and these lexemes were traced to their context in the English and Arabic versions using the concordance function in Sketch Engine. The concordance analysis focused on the translation strategies adopted to localize food- and drink-related lexemes into Arabic and on the success of the translation in the socio-cultural and religious contexts of the target culture. The data reveals that foreign food-related terms are mostly domesticated, whereas drink-related terms are foreignized. The findings of this study suggest that foreignization strategies can be used for localization purposes to create a target video game that minimizes the cultural gaps between the source and target cultures and provides a less disruptive gaming experience.
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