數位娛樂與藝術專題—遊戲設計 Special Topics in Digital Entertainment and Arts – Game Design 黃世強 [email protected] http://www.cs.nctu.edu.tw/~cswingo Room 706 #ext. 56626 1 Teaching assistants Name Email Room #extension 葉 喬之 <iversongeorge12@hot mail.com> 電資大樓 707 59274 劉政旻 <[email protected]> 電資大樓 707 59274 周盈憶 <[email protected]> EC 54787 2 Course content 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. Introduction to UDK Fundamentals of computer graphics Game concepts Kismet Materials Matinee Particles Navigation, bots, AI Terrain Volume Physics Audio Suggestions /Advice for game design 3 Homework assignments, presentation, projects 1. 2. 3. Students form groups and they should work as a team. Develop game levels based on Unreal development kit Assignments (20%): let the student be familiar with the working environment of UDK. Each group submit a report weekly. Presentation (20%): improve the presentation skill of students. Project (60%): Design around FOUR game levels. References: http://www.udk.com Feb. 2010 Version 黃世強 Ph.D. (COMP, The Hong Kong University of Science and Technology) Expertise – – – – – Computer Graphics Geometric Modeling Physically-based simulation Character Animation Collision Detection 5 Research Results Cloth draping simulation Different textures can be applied to different regions of a garment. Small wrinkles along seam lines are created automatically. 6 Multiple interacting objects Interacting performance is achieved for many deformable objects even though the contact regions are large. This simulation was executed on a multicore machine. 7 More examples 8 UNREAL DEVELOPMENT KIT Unreal Development Kit 1. 2. A collection of resources + independent components + visual programming Each independent components are connected to a Engine Core 10 Unreal Development Kit Engine Core communicates with the following engines: 1. Graphics Engine: Render images 2. Sound Engine: Managing audio effects 3. Physics Engine: collision detection, physics response It supports scripting - Syntax similar to C++ 11 Work Flow 1. Initialization a. Initialize components of Core Engine b. Synchronization: Data communication between components and Engine Core c. Enter standby mode, waiting for client inputs 2. Start game a. load map, resources, sequences b. Map resources to Engine Core, e.g. sound sent to sound engine, materials sent to graphics engine 3. Run game a. Every component sends information to Core Engine b. Unreal Engine runes in a loop – Based on the priorities of events, Unreal Engine handles them properly. 12
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