A Case Study on the Implementation of a Graphic Special Effect Engine Based on a Particle System

파티클시스템 기반의 그래픽 특수효과 엔진의 구현 사례

  • Published : 2009.02.20

Abstract

Recently graphic hardwares have been developed remarkably, and domestic and foreign game users have demanded realistic and spectacular game graphics. Graphic special effects are one of methods to satisfy these requests, but we have not known any cases where graphic special effects are general and thus reusable. Based on the implementation of our graphic special effect engine and its application cases, this paper describes how to easily exploit graphic special effects in developing games. We define a standard file format in which special effect data can be saved and loaded, and thus those data can be reused easily. We also show that developers can test or preview special effects by exploiting our graphic special effect tool even before producing games.

최근 그래픽 하드웨어는 눈부신 발전을 거듭하였으며, 이에 따라 국내의 게임 유저들은 사실 감과 생동감이 넘치는 화려한 게임 그래픽을 요구하고 있다. 그래픽 특수효과는 이러한 요구를 만족시킬 수 있는 방법 중 하나이지만, 특수효과를 재사용할 수 있는 일반적인 형태로 구현된 사례는 없었다. 본 논문에서는 그래픽 특수효과 엔진의 구현과 그 적용 사례를 통하여 게임에 그래픽 특수효과를 쉽게 적용할 수 있음을 기술한다. 특수효과 데이터를 표준 파일 포맷으로 저장 및 로드함으로서 특수효과의 재사용이 가능하고, 그래픽 특수효과 편집툴을 이용하여 게임 제작 이전이라도 특수효과의 테스트 및 시연을 할 수 있다.

Keywords

References

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