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A real-time strategy game, 'GALLIPOLI WARS,' as a centennial tribute to the Gallipoli Campaign (1915-2015)

机译:实时策略游戏“加利波利战争”,向加里波利战役百年致敬(1915-2015)

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摘要

The same authors had reported a review of game development processes and methodologies in an earlier paper. In that paper, game design elements, such as the players, story, rules, objectives, procedures, conflict, and challenge, and their effect over gameplay were treated. Technical components in that paper included the render engine and rendering pipeline (fixed function pipeline and flexible pipeline), physics engine and physics-related techniques (collision detection, raycasting, etc.), game codes (for game mechanics, artificial intelligence, scenario creation, and management) and artwork contents (game level, three-dimensional (3D) models, two-dimensional maps for shaders, skeletal animation, and audio assets) that form a game. Along with their development processes and approaches, all of these technical and artwork components are applied on a case problem and are summarized in this paper. The case problem considered is a small part of Gallipoli or Dardanelles Wars in Ottoman history, as a real-time 3D strategy game.
机译:同一作者在较早的论文中报告了对游戏开发过程和方法的评论。在该论文中,研究了游戏设计元素,例如玩家,故事,规则,目标,程序,冲突和挑战,以及它们对游戏玩法的影响。该论文中的技术组件包括渲染引擎和渲染管道(固定功能管道和柔性管道),物理引擎和与物理相关的技术(碰撞检测,光线投射等),游戏代码(用于游戏机制,人工智能,场景创建)以及管理)和艺术品内容(游戏级别,三维(3D)模型,着色器的二维贴图,骨骼动画和音频资产)。除了它们的开发过程和方法外,所有这些技术和图形组件都应用于案例问题,并在本文中进行了总结。作为实时3D策略游戏,所考虑的案例问题只是奥斯曼历史上的加里波利或达达尼尔海峡战争的一小部分。

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