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The Design And Implementation Of A Next-generation Game Engine

Posted on:2015-03-04Degree:MasterType:Thesis
Country:ChinaCandidate:J ZhangFull Text:PDF
GTID:2268330425970547Subject:Software engineering
Abstract/Summary:PDF Full Text Request
Gen games originally refer to games under a new generation of game consoles. However, with the latest upgrade of PC, eight-core CPU successfully borders PC. The parallelism computation of CPU improves rapidly on PC platform. The dominant position of XBOX360and PS3in high-end games is lost. Now, gen games means the more advanced games, comparing with other similar ones, namely, next generation games. And now lots of PC games are called gen games, by which high-end game engines are used.With the development of computer hardware, CPU is designed to be multi-core, and its dominant frequency is expanding, which resulting to the constantly promotion of CPU’s computing power. It augments capacity memory, speeds up reading and writing; expands graphic memory capacity, improves computing power, and supports more hardware programming instructions. Microsoft DirectX graphic driver package has been a gradual transition from9.0through10.0to11.0, from the original VS and PS programming pipeline to VS, GS and PS pipeline together, and the hardware programming instructions have also been expanded as well as the windows family of operating systems have begun to support the latest version of DirectX. All these greatly enlarge the programming flexibility so that developers can achieve more through more efficient ways. Meanwhile, gamers are tired of the current dull game screen, and they have more requirements to the quality and effects. Nevertheless, gen game engine has gradually adapted to the current needs, and its development has become a strategic plan for major domestic and international game companies.This thesis mainly discusses the design and implementation of gen game engine from two aspects, both physics engine and rendering engine. The author discusses in detail, from the aspects of module analysis, functional description, general design, detail design and so on, the design philosophy of physics engine and rendering engine at first, and then the way that the design philosophy realizes physics engine and rendering engine; and the functional test and efficiency test of the physics engine and rendering engine. The former is to achieve better effects through simulating the basic laws of physics while at the same time taking other physical effects into consideration, such as rag doll, break object and beformable body. The author discusses the design and realization of physics engine from primary data type, basic function, frame structure, collision detection, and the physical design of rigid body and beformable body. While the latter aims to establish an efficient rendering pipeline to ensure the correctness of rendering and achieve a variety of rendering effects, such as shadows, volume spray, volume light, deferred rendering, HDR and a wealth of post-processing effects.The innovation spots of this thesis are:(1) on the basis of the characteristics of hardware and software, the computing ability of CPU and GPU is fully played, and its reforms the CPU and GPU’s division of labor which realizes the rendering effect and physical effect in rich. And above all, its saves resources and improves efficiency;(2) The module design ideals subdivide rendering engine and physical engine and demonstrate that they can be developed with groupware way.
Keywords/Search Tags:Gen Games, Physical Engine, Render Engine
PDF Full Text Request
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