| With the rapid progress of modern computer technology and information technology, Digital Entertainment is well known as a new word and popular among us now, and the whole entertainment Industry has paid much attention to the technology development in the Digital Entertainment. The technologies related to online entertainment, 3D game engine and special effect cinematography, have experienced a big progress recently, however, the Digital Entertainment technologies have rarely been researched academically. Under this background, the writer began this work on the research of the technologies in Digital Entertainment, and proposed several novel algorithms for some specific technologies.The main work of this thesis is to explore the technologies in Digital Entertainment, especially the technologies in 3D game engine, refine some specific technologies and develop a framework for online game server. This thesis is organized as following:In the first chapter, we introduce our research motivation, the current state of the art and the brief description of this work.In the second chapter, we make a brief review of the history and technologies for Digital Entertainment, and introduce the development of game industry in our country.In the third chapter, we deeply discussed the technologies in modern 3D game engines, including the real-time graphic rendering, character modeling and animation, game physics simulation and game network technologies. According to the advanced technologies in the top 3D game engine on the market, we probed to lots of technologies for the speedup of real-time game graphic rendering, such as lighting map and texture cache management.In the fourth chapter, we presented a parameterized character modeling method for quick character modeling. Firstly, we collect some standard character models of the same kind and try to get the contour feathers from these original ones, then use the contour feathers as parameter to construction a character model template, and finally, with the character model template, we can quick construct a new character model, this method is specially good for modeling a bunch of characters models of the same mesh structure. We also proposed a novel algorithm for model contour curve detection.In the fifth chapter, the principle for character motion path editing algorithm is discussed. Adding to traditional character motion skeleton, we introduced a new concept of path joint which make the control of motion path more clear and easy to understand. In our experiment system, we adopted a path length constrain to touch up the original motion path editing algorithm.In the sixth chapter, we discussed the technologies for MMORPG game sever design, and present a standard framework for massive online game server. Multi-thread, message mapping and game data caching, are deeply talked in this chapter, and we also explained the principle for how the game server can synchronize hundreds of game clients to work cooperatively and effectively in a single game world. In the seventh chapter, we concluded our work and discussed future work. |