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3D Game Studio

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3D Game Studio Xiaoming Li Qing Yang Cong Liu KeHao Zhang – PowerPoint PPT presentation

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Title: 3D Game Studio


1
3D Game Studio
  • Xiaoming Li
  • Qing Yang
  • Cong Liu
  • KeHao Zhang

2
Outline
  • Introduction
  • Background
  • Method
  • Tutorial Introduction
  • Examples
  • Results Analysis
  • References

3
Introduction
  • The game and entertainment industry plays an
    enormous role within the development and
    extensive usage of new technologies
  • A convergence between the fields of computer
    graphics and computer vision has been observed
  • This convergence has been motivated by the idea
    to create photorealistic visualizations of real
    world scenes in a computer

4
Introduction (cont.)
  • 3D Gamestudio is a 3D computer game development
    system which allows users to create their own 3D
    applications and publish them royalty-free
  • It comes complete with a model editor, a world
    editor, and a script editor.
  • It also has an expansive texture collection,
    template scripts, and more, enough to create a
    simple 3D game

5
Background (1)
  • Some issues of 3D video
  • Recent technological make it seam feasible to
    lift the medium video onto a novel, an immersive
    level.
  • Data storage
  • Transmission technology
  • Presence of specialized graphics hardware
  • The algorithmic core of 3D video is formed by
  • Methods for the reconstruction of shape
  • Appearance models of real-world scenes from video
    data
  • Algorithms for rendering them in real time

6
Background (2)
  • Some issues of 3D video game design
  • There is a recent increase in the number of game
    environments or engines that allow users to
    customize their gaming experiences by building
    and expanding game behavior
  • Real-time visualization of 3D data is already
    well established and also commercially successful
    in the entertainment industry, namely in the
    market of 3D video games
  • The number and complexity of visualization tools
    for analyzing and exploring data has increased
    dramatically

7
Background (3)
  • 3D Game Engines are low-cost, networking support,
    collision detection, support for high frame rates
    per second, and entry level hardware requirement
  • These game engines include not only visualization
    functionality, but also offer physics, sound,
    network, artificial intelligence and graphical
    user interfaces to handle user in- and output.
  • These engines can be extended to build more
    serious applications at very little costs

8
Method
  • The purpose of this project is to introduce you
    to 3D game studio by helping you create a small
    model.
  • 3D game studio is an excellent tool to quickly
    prototype and develop 3D graphics applications
  • No programming experience is required.
  • In this experiment we want to evaluate the
    usefulness of this tool to prototype and develop
    3D graphics applications as curricula aids in
    their classrooms with 3D game studio.

9
Tutorial Introduction
  • 1. Download and install the 3D Game Studio by
    checking this linkhttp//download.conitec.net/gs
    demo.exe 2. Look at the tutorial for 3D game
    development.
  • 3. Follow the tutorial, and run the simulation
    by yourself.4. Print the Questionnaire and give
    the choice for each item about the experiment
    process.

10
An example Create Static Flower Model
  • Open the Model Editor environment.
  • Click button
  • Click All Programs
  • Click 3D Game Studio
  • Create a new model
  • Press File on the menu
  • Then click New
  • Or press New icon on the tool bar
  • Create a simple 3D object
  • Click Object on the menu
  • Click Primitive
  • click Cylinders
  • Select Six-sided
  • You will see the new six-sided cylinder in 3
    dimensions
  • You drag the cylinder by mouse in different
    dimensions, and observe the motion

11
Load an existed model
  • Load an existed model
  • Click Object on the menu
  • Click Prefab
  • Choose directory Plants
  • Choose PETAL.WMP
  • Click OK

12
Modify the Model
  • Resize Petal
  • Click the petal to select it (notice it will turn
    to red)
  • Click Mode on the menu
  • Select Object Scale
  • Move your mouse to resize the Petal
  • Do the same to resize the Cylinder
  • Move Petal to the right place
  • Click the petal to select it
  • Click Mode on the menu
  • Select Object Move
  • Use your mouse to drag the Petal to the right
    place
  • Rotate Petal to the right place
  • Click the petal to select it
  • Click Mode on the menu
  • Select Object Rotate
  • Rotate the Petal in the right dimension

13
Color the Model
  • Click Texture on the menu
  • Click Texture Manager
  • Choose Add WAD
  • Choose standard.wad then Open
  • Click OK
  • Click Texture on the left workspace
  • Click standard.wad
  • Choose Add WAD
  • Drag the slider bar to find the greenplain
    texture
  • Click the one you choose
  • Select Cylinder
  • Notice it turns to red
  • Click the greenplain on the Texture Workspace
  • Notice the Object in Texture Workspace turns to
    green

14
Run the Model
  • Press Build button
  • Click OK
  • Press Compile button
  • Click OK
  • You see the static 3D model
  • Use your Keyboard up and down to adjust the views
  • You can add more petals to this model, and to
    create a flower finally

15
3D Flower
16
Another Example Create A Motion Model
  • Open the Model Editor environment.
  • Click button
  • Click All Programs
  • Click 3D Game Studio
  • Click Model Editor
  • Choose GXL Object when run at the first time
  • Choose both Gxl2DX8A.dll from 2-d and 3-d
  • Open a .wmp file created by GameStudio
  • Click File
  • Click Open
  • Select file type A5 Level File
  • Select the file have been created by GameStudio
  • Save model as a MDL file

17
Create a new frame
  • Click button
  • Add a new frame
  • Click Edit
  • Click Add Frame
  • Set property of new frame
  • Select use current frame
  • Click OK
  • Move the object to a new position
  • Select the part tended to be moved
  • This part will become into red
  • Click button
  • Press left button and move the object
  • Click button to save this new frame
  • Play the motion

18
Results Analysis
Fig. 1 The task was easy for me to learn and use
19
Fig. 2 It was easy to get started
20
Fig. 3 It was difficult to remember where some of
the tools and commands were located
21
Fig. 4 This task would be easy to complete by
folks who dont know much about computers
22
Fig. 5 This system would be fun for building
simulations
23
Fig. 6 I have a good understanding of how to use
this system to complete the task
24
Fig. 7 Turning my ideas into working simulations
was complicated
25
Fig. 8 How many steps would this take to create a
new object
26
Fig. 9 Rule ordering was confusing
Fig. 10 It was hard to recover from errors
Fig. 11 I was able to use this system to turn my
ideas into working simulations
Fig. 12 I found the creation of rules for object
behaviors confusing
27
Fig. 13 The rules I created for objects
behaviors were simple and natural
Fig. 14 I am enthusiastic about creating new
simulations
28
Reference
  • 1. Matysczok, C., Radkowski, R., Berssenbruegge,
    J.. AR-bowling immersive and realistic game play
    in real environments using augmented reality.
    Proceedings of the 2004 ACM SIGCHI International
    Conference on Advances in computer entertainment
    technology, Singapore (2004), 269 ? 276
  • 2. Tory, M., Moller, T., M. Stella Atkins, Arthur
    E. Kirkpatrick. Combining 2D and 3D views for
    orientation and relative position tasks.
    Conference on Human Factors in Computing Systems
    archive. Proceedings of the SIGCHI conference on
    Human factors in computing systems, Vienna,
    Austria (2004), 73 ? 80
  • 3. Kot, B., Wuensche, B., Grundy, J., Hosking,
    J.. Information visualisation utilising 3D
    computer game engines case study a source code
    comprehension tool. Proceedings of the 6th ACM
    SIGCHI New Zealand chapter's international
    conference on Computer-human interaction making
    CHI natural, Auckland, New Zealand (2005), 53 ?
    60
  • 4. Lumbreras, M., Sánchez, J.. Interactive 3D
    sound hyperstories for blind children.
    Proceedings of the SIGCHI conference on Human
    factors in computing systems the CHI is the
    limit, Pittsburgh, Pennsylvania, United States
    (1999) 318 ? 325
  • 5. Magy Seif El-Nasr, Brian K. Smith. Learning
    through game modding. Source Computers in
    Entertainment (CIE) archive Volume 4 , Issue 1
    (January 2006)
  • 6. Bunyavipakul, M., Sallakachat, R. and
    Charoensilp, E., Integrating 3D Game. Engine to
    Online Interactive Presentation for Collaborative
    Design Work On Pda - Collaborative. Works
    Anytime, Anywhere, CAADRIA 2004.
  • 7. Shiratuddin, M.F. and Thabet, W.
    Virtual Office Walkthrough Using a 3D Game
    Engine, 2002, International Jour nal of Design
    Computing.

29
Thank you!
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