PC Amusement Improvement

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Nintendo Entertainment System - 1985. 1.79MHz. 256x240 pixels. 2KB RAM ... Nintendo Wii - 2006. 729MHz PowerPC. 88MB RAM. The Evolution of Game Hardware. The PC ...

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PC Game Development Dr. Scott Schaefer

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Course Information Instructor: Dr. Schaefer/Dr. Srinivasan Office: HRBB 527B/Langford C 418 Office Hours: by arrangement Website: http://courses.cs.tamu.edu/schaefer/489_Spring2010

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Grading In-class presentation (individual): 5% Project 1 (gather): 25% Project 2 (amass): 60% Class Participation: 5% Course Evaluation: 5%

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In-class Presentation Pick a subject identified with amusement improvement/outline Try to pick something important to you or pertinent to your diversion Give a 20 minute talk in class List of potential themes will be posted online Must pick talk point by Monday! (1/25) Approved by us Order of talks is haphazardly decided

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Project 1: Initial 2D Game Designed to make them work in groups acquainted with the amusement advancement handle parts of diversion improvement Due: 2/12

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Project 1: Requirements User Interface Keyboard, Mouse, Gamepad Status of amusement showed on screen Graphics Animation 2D Graphics (at most 2D diversion play) Import some workmanship resource from document Game Play Single player alright No systems administration! Must have time limitation Must have win/lose conditions

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Project 1: Grading Project Presentations (3): 30% Game Website: 10% Game in view of past criteria: half Peer Evaluation: 10%

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Building a Team Games are comprised of bunches of territories of CS Graphics, organizing, AI, material science, and so on… Consider building a various group Come up with a name for your group Five to six individuals for every group Start after this address

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Project 2: Final Project Due at end of semester May pick diverse groups Similar to Project 1, yet more aggressive

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Project 2: Grading Project Presentations (6): 18% Final Presentation: 7% Game Website: 10% Game: 40% Peer Evaluation: 10% Group-characterized Milestones: 15%

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Game Ideas Think little You don't have Experience Years of time Millions of dollars …

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Game Ideas Try to do one thing admirably Good illustrations/liveliness Cool material science Excellent sounds Clever riddles Don't make a fair showing with regards to in all that One of all that You won't outline several levels

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Action 1 st Person Shooter Sports Fighting Puzzle Racing Role-Playing Game Genres

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The Evolution of Game Hardware Atari 2600 - 1977 1.18MHz 6507 128 bytes RAM 4KB ROM Atari 5200 - 1982 (incompatible cartridge with 2600) 1.8MHz 6502 16KB RAM

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The Evolution of Game Hardware Nintendo Entertainment System - 1985 1.79MHz 256x240 pixels 2KB RAM Mario Bros!

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The Evolution of Game Hardware Sega Genesis - 1988 7.6MHz 64KB RAM Game Boy - 1989 8-bit 4.2 MHz 8KB RAM Tetris!

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The Evolution of Game Hardware Super NES - 1990 3.58Mhz 65C816 16bit CPU 128KB RAM Playstation - 1994 34 MHz R3900 32bit CPU 2MB RAM (CPU), 1MB RAM (Video) Nintendo 64 - 1996 94MHz R4300 64bit CPU 4MB RAM Reality Co-Processor – SGI 100K triangles/second!

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The Evolution of Game Hardware Playstation2 - 2000 295MHz R12000 CPU 32MB RAM XBox - 2001 733MHz Celeron 64MB RAM nVidia GeForce4 GameCube - 2001 485MHz PowerPC 43MB RAM

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The Evolution of Game Hardware Playstation3 - 2006 3.2GHz Cell CPU 256MB RAM + 256MB Video RAM XBox360 - 2005 3.2GHz PowerPC 512MB RAM Nintendo Wii - 2006 729MHz PowerPC 88MB RAM

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The Evolution of Game Hardware The PC Different processors Different GPUs Different sums of RAM