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A Collision detection from division space for performance improvement of MMORPG game engine

MMORPG 게임엔진의 성능개선을 위한 분할공간에서의 충돌검출

  • 이승욱 (동아대학교 전기전자컴퓨터 BK21)
  • Published : 2003.08.01

Abstract

Application field of third dimension graphic is becoming diversification by the fast development of hardware recently. Various theory of details technology necessary to design game such as 3D MMORPG (Massive Multi-play Online Role Flaying Game) that do with third dimension. Cyber city should be absorbed. It is the detection speed that this treatise is necessary in game engine design. 3D MMORPG game engine has much factor that influence to speed as well as rendering processing because it express huge third dimension city´s grate many building and individual fast effectively by real time. This treatise nay get concept about the collision in 3D MMORPG and detection speed elevation of game engine through improved detection method. Space division is need to process fast dynamically wide outside that is 3D MMORPG´s main detection target. 3D is constructed with tree construct individual that need collision using processing geometry dataset that is given through new graph. We may search individual that need in collision detection and improve the collision detection speed as using hierarchical bounding box that use it with detection volume. Octree that will use by division octree is used mainly to express rightly static object but this paper use limited OSP by limited space division structure to use this in dynamic environment. Limited OSP space use limited space with method that divide square to classify typically complicated 3D space´s object. Through this detection, this paper propose follow contents, first, this detection may judge collision detection at early time without doing all polygon´s collision examination. Second, this paper may improve detection efficiency of game engine through and then reduce detection time because detection time of bounding box´s collision detection.

최근 하드웨어의 급속한 발전으로 3차원 그래픽의 적용 분야도 다양화 되어가고 있다. 3차원 가상도시를 배경으로 하는 3D MMORPG(Massive Multi-play Online Role Playing Game)와 같은 게임을 설계하기 위하여 필요한 세부 기술은 다양한 이론이 병합되어야 한다. 3D MMORPG 게임엔진은 거대한 3차원 도시의 수많은 빌딩과 개체론 실시간으로 빠르게 처리되어야 하기 때문에 렌드링의 처리뿐만 아니라 속도에 영향을 미치는 많은 요소를 가지고 있다. 이러한 게임엔진의 설계에서 중요하게 다루어지는 것은 처리 속도이다. 기존의 3D MMORPG에서 충돌검출의 방법으로 경계상자를 적용하지만 이 방법은 거대지형에서의 충돌 검출 시 속도가 느려지기 때문에 적용하기에는 바람직하지 않다. 따라서 본 논문은 거대지형상의 3D MMORPG 게임에서 발생되는 충돌검출 속도를 향상시키고자 한다. 즉 이러한 처리에서 본 논문은 다음과 같이 제시한다. 첫째 폴리곤의 충돌검사를 모두 하지 않고 빠른 시간에 충돌검출을 판단할 수 있다. 둘째 경계상자의 충돌검출에 대한 비용이 3차원 개체 개수에 대해 비례하여 증가하는 데에 대한 개선 방법을 제시한다. 그 처리 과정은 3D MMORPG 넓은 가상공간을 동적으로 처리하기 위해서는 제한적 OSP를 사용하여 공간분할을 한다. 분할된 3차원 공간을 계층적 경계상자를 이용함으로써 충돌검출에 필요한 개체를 검색하고 이론 통하여 충돌검출 속도를 개선시킬 수 있을 것이다.

Keywords

References

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