• Title/Summary/Keyword: GameEngine

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Study On the Object Oriented Design Project of Online Game Engine Using UML (UML을 사용한 온라인 게임 엔진 프로젝트 설계 연구)

  • Choi, Sung
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.33-40
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    • 2005
  • Game Designs & Developers that system designs improve, the product and the change of tasks to all developers are essential in achieving On-Line Game project. Existent Or-line Game project management designs supper the definition and the change of project activities, and configuration management designs support version check, workspace management, build management, etc. In this paper. the proposed Design defines Game component based development process model, and achieves recording of process progression, processing the request of change, reporting the progression of each task, product registering and change, version recording, artifact or form search, etc. using UML. Furthermore, study on the stake holders get the systematic management and standardization by sharing information that are necessary in Game design & development and configuration management in distributed environment using the system integrated management design.

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Aria Online: On-Line Game Using Dream3D (아리아온라인: Dream 3D를 이용한 온라인게임)

  • 이헌주;김현빈
    • Journal of Korea Multimedia Society
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    • v.7 no.4
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    • pp.532-541
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    • 2004
  • Computer game has become the core part of multimedia area in our knowledge and information based society Recently, computer game has been evolving into on-line 3D games which give players more realism from the existing on-line 2D games. We are competitive in developing on-line 2D games. However, we have difficulties in maintaining the competitive edge in the area of 3D game technologies owing to the limited technologies. In this paper, we design and develop Aria Online, an on-line 3D prototype game using Dream3D. The on-line game supports simultaneous connections of multi -users on each game server and full flexibility on user's view.

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Study On the Object Oriented Design Project of Online Game Engine Using UML (UML을 사용한 온라인 게임 엔진 프로젝트 설계 연구)

  • Choi, Sung
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.21-28
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    • 2004
  • Game Designs & Developers that system designs improve, the product and the change of tasks to all developers are essential in achieving On-Line Game project. Existent On-line Game project management designs supper the definition and the change of project activities, and configuration management designs support version check, workspace management, build management, etc. In this paper, the proposed Design defines Game component based development process model, and achieves recording of process progression, processing the request of change, reporting the progression of each task, product registering and change, version recording, artifact or form search, etc. using UML. Furthermore, study on the stake holders get the systematic management and standardization by sharing information that are necessary in Game design & development and configuration management in distributed environment using the system integrated management design.

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A Study of Improved SEED Mobile Game (개선된 시드 모바일 게임에 관한 연구)

  • Kim, Song-Min;Lee, Mal-Rey
    • Journal of Internet Computing and Services
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    • v.10 no.2
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    • pp.117-124
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    • 2009
  • SEED game provides distribution of ability, bulky scenario, association system and a item layered. To improve SEED mobile game, we was designed the high degree of freedom as according to player's processing direction and optimization lavel. And also we assigned various event and quest for users.

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Development of FPS Defense Game Using Object Pooling (오브젝트 풀링을 이용한 FPS 디펜스 게임 개발)

  • Lim, Wongyu;An, Syoungog;Kim, Soo Kyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.77-78
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    • 2019
  • 게임엔진을 이용한 FPS 디펜스 게임은 유니티3D 엔진을 사용하여 개발 하였으며 1인칭 시점으로 제한시간동안 몰려오는 적군을 막아내며 목표물을 지키는 게임이다. 많은 오브젝트를 관리하기 위해서 오브젝트 풀링을 사용하여 오브젝트가 생성-제거의 반복시 메모리에 부담을 주게되는 것을 씬 시작시 가용할 오브젝트를 불러온 뒤에 필요시에만 사용 하는 방법으로 메모리의 부담을 적게 하였고 플레이 기록을 랭킹으로 하여 사용자 간에 경쟁심을 유발 할 수 있도록 하였다.

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Unity3D-Based Flood Simulation Visualization Web System for Efficient Disaster Management (효과적인 재난관리를 위한 Unity3D 기반 홍수 시뮬레이션 가시화 웹시스템)

  • GANG, Su-Myung;RYU, Dong-Ha;CHOI, Yeong-Cheol;CHOUNG, Yun-Jae
    • Journal of the Korean Association of Geographic Information Studies
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    • v.20 no.1
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    • pp.98-112
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    • 2017
  • Recently, various research has been conducted on the use of a game engine instead of a commercial geographic information system (GIS) engine for the development of 3D GIS. The advantage of the 3D game engine is that it allows developers to develop various modules according to their abilities. In particular, in the area of disasters, a wide range of alternatives for prevention as well as prediction can be presented when new analyses are attempted by combining geographic information and disaster-related information. Furthermore, 3D analysis can be an important factor in analyzing the phenomena occurring in the real 3D world because of the nature of disasters. Therefore, in this study, we tried to develop a visualization module for flood disaster information through a 3D game engine by considering the solutions for cost and manpower problems and the degree of freedom of development. Raw flood data was mapped onto spatial information and interpolation was performed for the natural display of the mapped flood information. Furthermore, we developed a module that intuitively shows dangerous areas to users by generating cumulative information in order to display multidimensional information based on this information. The results of this study are expected to enable various flood information analyses as well as quick response and countermeasures to floods.

Implementation of 3D mobile game using radiosity model and AI algorithm (Radiosity model과 AI 알고리즘을 이용한 모바일 게임 구현)

  • Kim, Seongdong;Chin, Seonga;Cho, Teresa
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.7-16
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    • 2017
  • The 3D game graphic technology has become an important factor in the contents field with the game contents development. In particular, game character technology provides a realistic technique and visual pleasure, as well as an intermediate step in the immersion of the game in which the game might create an optical illusion that enables the player to enjoy heroic adventure in the game. The high expression level of characters in 3D games is a key factor in the development process, with details and carefulness of the character setting work [3]. In this paper, we propose a character representative technique applied to mobile games using mathematical model of radiosity energy, spectral radiance model, and ray tracing model method using 3D unity game engine with sensible AI algorithm for game implementation. As a practical application to the game contents, it was found that the projection of the surface in the rendering process and the game simulation might change according to the lighting condition of the game content environment, so that the high quality of game characters was simulated.

A Case Study of Quest Engine for Travia Online Game (트라비아 온라인 게임의 퀘스트 엔진 구축 사례)

  • Lee, Wan-Bok;Roh, Chang-Hyun;Jung, Sang Mok;Son, Hyung Ryool
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.507-511
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    • 2006
  • This paper introduces the case study of constructing a quest engine system in a commercial online game, Travia. The system can help several operations for quests such as modeling and execution with a dedicated script language. Since the many attributes of a quest, including the type or preconditions or execution ordering of quests, could be represented well with the script, game developers can constitute and modify a quest system very easily. Thus it is expected that the quest system introduced in this paper can be a good guideline to the developers of online RPG games.

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Authoring Tool for Web Content Development by Python Education (Python 교육을 통한 Web 콘텐츠 개발을 위한 저작도구)

  • Jeong, Je-Hyeon;Oh, Seong-Min;Gu, Bon-Woo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.699-701
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    • 2022
  • 프로그래밍 교육에서 Python 교육은 현재 기본으로 다루고 있다. PIP 의 우수한 확장성에 의해 수많은 분야에서 Python 을 이용하여 연구 및 개발을 수행하고 있다. 게임 개발에서도 Python 은 적극 활용되고 있다. 메모리관리와 최적화를 위한 Low Level 개발 부분에서는 C/C++, C#, JAVA 를 사용하지만, 게임 시스템 기획자의 경우 프로그래머에게 직결되는 문서를 작업하기 위해 객체지향적 시점을 작성해야 하기 때문에 Python 을 통해 기획자와 프로그래머의 의사소통 향상으로 인해 결과적으로 개발 시간을 단축하는 효과를 볼 수 있다. 본 논문에서는 Python 교육과 접근성이 좋은 Web Contents 를 개발하기 위하여 KM Engine 을 개발하였다. 경민 대학교 게임콘텐츠과 학생들을 대상으로 교육과 Web Contents 를 개발한 결과 Unity, Unreal 에 비해 학생들이 매우 편하게 개발하는 것을 확인 할 수 있었다. KM Engine 은 경민 대학교 학생 들 뿐 아니라 게임 제작을 배우고 싶어하는 이들과 이들을 학습시킬 목적을 가진 이들에게 기여하길 바란다.

An On-line Mobile RPG System Development based on Real time (리얼타임기반의 온라인 모바일 RPG 시스템 개발)

  • Kim, Song-Min;Lee, Mal-Rey
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.5
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    • pp.1003-1007
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    • 2009
  • In this paper, we developed a mobile RPG System based on real time. This system includes game engine based on real time, system library, item trade server based on network, and client tools. Also, to make inroads into USA market, we are using smart phone platform based on Microsoft Windows CE.