Gaming Technologies
Alexandre Topol
ENJMIN
Conservatoire National des Arts & Métiers
Qui
Qui suis-je ?
Ingénieur (2000) et docteur (2002) en Informatique
Ancien programmeur Ubisoft (en 1996)
Enseignant au CNAM et à l’ENJMIN
Programmation 3D
Langages de shading
Physique
Animation
IHM
…
Chercheur au laboratoire CEDRIC
© Ubisoft – POD - 1997
50
50 years of evolution ...
1961
Spacewar!
Steve Russel
(MIT)
1972
PONG
Nolan Bushnell
(Atari)
1989
Prince of Persia
Jordan Mechner
(Brøderbund)
1993
Doom
John Carmack
(Id Software)
...
... of games ...
1997
Quake 2
Id Software
(Activision)
2004
Far Cry
Crytec
(UbiSoft)
2008
Assasin’s Creed
(UbiSoft)
...
... and programming ...
1960
BASIC
1972
C
1983
C++
...
... methods
1993
Mods
1995
3dfx ASM
1995
DirectX 1.0
2002
Renderware
50
50 years of evolution
Why these evolutions ?
For programming languages: need of more expressive power
For game programming methods : need of less development time
How did we get there ?
To get closer to the heart of the game :
the gameplay
Game
Game Components
Engine
Content
+
Rules
Platform
Content
Content Components sound effects
scripting
story
as well as …
• user interface
lighting
Content
modeling
level design texturing / surfacing animation
visual technologies Content
Content Creation
Method driven for some
Tool driven for others
Combination of tools forms “Art Pipeline”
Character Pipeline
3D Model/Sculpting
Animation/Rigging
Skinning
Texturing
Lighting/Shading
An artist often specializes on one part of pipeline
Some tools in Game Engines (Emergent AnimationTool)
Game
Game Engine Components
AI
Graphics
Engine
Physics
Audio
Networking
+
I/O
Plateforms
as well as …
• installation
• patching
• resource management
• multithreading
• disk i/o
• state save/restore
Game
Game Engines
Game
NPC System
Virtual Agent
Trading System
Fighting System
FX System
Terrain
Character Dynamics Sound FX
Collision
3D Scene Mngmt
3D Graphics API
2D