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© 2006 Jouni Smed and Harri Hakonen

© 2006 Jouni Smed and Harri Hakonen http://www.wiley.com/go/smedhttp://www.wiley.com/go/smed

Algorithms and Networking Algorithms and Networking

for Computer Games for Computer Games

Preface

Preface

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Preface

Preface –– Slide 2Slide 2 Algorithms and Networking for Computer Games

Algorithms and Networking for Computer Games

© 2006 Jouni Smed and Harri Hakonen

© 2006 Jouni Smed and Harri Hakonen

In the beginning...

In the beginning...

“If, when walking down the halls of MIT, you

“If, when walking down the halls of MIT, you should happen to hear strange cries of ‘No! No!

should happen to hear strange cries of ‘No! No!

Turn! Fire! ARRRGGGHHH!!,’ do not be Turn! Fire! ARRRGGGHHH!!,’ do not be

alarmed. Another western is not being filmed alarmed. Another western is not being filmed — —

MIT students and others are merely participating MIT students and others are merely participating

in a new sport, SPACEWAR!”

in a new sport, SPACEWAR!”

— — D. J. Edwards & J. M. Graetz, “PDP D. J. Edwards & J. M. Graetz, “PDP - - 1 Plays at 1 Plays at Spacewar”,

Spacewar”, Decuscope Decuscope , 1(1):2 , 1(1):2 – – 4, April 1962 4, April 1962

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Preface

Preface –– Slide 3Slide 3 Algorithms and Networking for Computer Games

Algorithms and Networking for Computer Games

© 2006 Jouni Smed and Harri Hakonen

© 2006 Jouni Smed and Harri Hakonen

...and then...

...and then...

„ „ 1962: 1962: Spacewar Spacewar

„ „ 1971: Nutting: 1971: Nutting: Computer Space Computer Space

„ „ 1972: Atari: 1972: Atari: Pong Pong

„ „ 1978: Midway: 1978: Midway: Space Invaders Space Invaders

„ „ 1979: Roy Trubshaw: 1979: Roy Trubshaw: MUD MUD

„ „ 1980: Namco: 1980: Namco: Pac Pac - - Man Man

„ „ 1981: Nintendo: 1981: Nintendo: Donkey Kong

„ „ 1983: Commodore 64 1983: Commodore 64

„ „ 1985: Alexei Pajitnov: 1985: Alexei Pajitnov: Tetris Tetris

„ „ 1989: Nintendo Game Boy 1989: Nintendo Game Boy

„ „ 1993: id Software: 1993: id Software: Doom Doom

„ „ 1994: Sony Playstation 1994: Sony Playstation

„ „ 1997: Origin: 1997: Origin: Ultima Online Ultima Online

„ „ 2001: Microsoft Xbox

Donkey Kong 2001: Microsoft Xbox

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Preface

Preface –– Slide 4Slide 4 Algorithms and Networking for Computer Games

Algorithms and Networking for Computer Games

© 2006 Jouni Smed and Harri Hakonen

© 2006 Jouni Smed and Harri Hakonen

and now and now

„ „ annual global revenue 2002: annual global revenue 2002:

„ „ computer games: 25 G€ computer games: 25 G€

„ „ film box office: 24 G€ film box office: 24 G€

„ „ US revenue 2003: US revenue 2003:

„ „ computer games: 11.4 G$ computer games: 11.4 G$

„ „ film box office: 8.3 G$ film box office: 8.3 G$

„ „ predictions for annual growth 2003 predictions for annual growth 2003 – – 07: 07:

„ „ computer game industry: 11.3 % computer game industry: 11.3 %

„ „ movie industry: 6.4 %

sources: PriceWaterhouseCoopers, NPD Funworldsources: PriceWaterhouseCoopers, NPD Funworld

movie industry: 6.4 %

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Preface

Preface –– Slide 5Slide 5 Algorithms and Networking for Computer Games

Algorithms and Networking for Computer Games

© 2006 Jouni Smed and Harri Hakonen

© 2006 Jouni Smed and Harri Hakonen

Game industry geographically Game industry geographically

Ge rm an y 2 % Fr an ce 2 %

others 9 % UK

14 %

Japan 31 %

USA 41 %

Ca na da 1 %

source: GDAA Game Industry Fact Sheet, 2003source: GDAA Game Industry Fact Sheet, 2003

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Preface

Preface –– Slide 6Slide 6 Algorithms and Networking for Computer Games

Algorithms and Networking for Computer Games

© 2006 Jouni Smed and Harri Hakonen

© 2006 Jouni Smed and Harri Hakonen

Top 20 game publishers Top 20 game publishers

8. 8. Take- Take - Two Interactive Two Interactive 1.03 1.03 9. 9. Atari Atari .47 .47 10. 10. Nintendo Nintendo 2.10 2.10 11. 11. Vivendi Universal Games Vivendi Universal Games .72 .72 12. 12. Codemasters Codemasters .14 .14 13. 13. Acclaim Acclaim .14 .14 14. 14. Sega Sega .59 .59 15. 15. Konami Konami .89 .89 16. 16. Square Enix Square Enix .60 .60 17 17 Midway Games Midway Games .09 .09 18. 18. Koei Koei .27 .27 19. 19. Empire Interactive Empire Interactive .05 .05

20. 20. Namco Namco .20

Publisher G$

1. 1. Electronic Arts Electronic Arts 2.96 2.96 2. 2. Microsoft Game Studios Microsoft Game Studios .64 .64 3. 3. Sony Computer Ent. Sony Computer Ent. 1.78 1.78

4. 4. THQ THQ .64 .64

5. 5. Ubisoft Ubisoft .62 .62 6. 6. Eidos Interactive Eidos Interactive .25 .25 7. 7. Activision Activision .95 .95

ranking criteria:

ranking criteria:

„ „ annual revenue annual revenue

„ „ game reviews and revenue game reviews and revenue

„ „ developer polls developer polls

.20

source: source:

Game DeveloperGame Developer

, Oct. 2005, Oct. 2005

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Preface

Preface –– Slide 7Slide 7 Algorithms and Networking for Computer Games

Algorithms and Networking for Computer Games

© 2006 Jouni Smed and Harri Hakonen

© 2006 Jouni Smed and Harri Hakonen

Articles containing

Articles containing computer game computer game according to the Inspec database according to the Inspec database

1 1 2 6 2 11 18 18 22 46

61 96

127 330

184

65 51

88

47 64

43 49 75

121 124121 110

133 153

177187 221

285 373

0 50 100 150 200 250 300 350 400

1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004

source: Inspec, Aug. 2005source: Inspec, Aug. 2005

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Preface

Preface –– Slide 8Slide 8 Algorithms and Networking for Computer Games

Algorithms and Networking for Computer Games

© 2006 Jouni Smed and Harri Hakonen

© 2006 Jouni Smed and Harri Hakonen

IGDA: Curriculum framework IGDA: Curriculum framework

„ „ humanistic perspective humanistic perspective

„„

critical game studies critical game studies

„„

games and society games and society

„ „ technical perspective technical perspective

„„

game design game design

„„

game programming game programming

„„

visual design visual design

„

„

audio design audio design

„„

interactive storytelling interactive storytelling

„ „ administrative perspective administrative perspective

„„

game production game production

„„

business of gaming business of gaming

source: http://www.igda.org/ acad emia source: http://www.igda.org/ acad emia

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Preface

Preface –– Slide 9Slide 9 Algorithms and Networking for Computer Games

Algorithms and Networking for Computer Games

© 2006 Jouni Smed and Harri Hakonen

© 2006 Jouni Smed and Harri Hakonen

Game programming Game programming

IGDA: “Aspects of traditional Computer Science IGDA: “Aspects of traditional Computer Science — —

modified to address the technical aspects of gaming.”

modified to address the technical aspects of gaming.”

„ „ mathematical and algorithmic methods mathematical and algorithmic methods

„ „ modelling modelling

„ „ multimedia programming (graphics and audio) multimedia programming (graphics and audio)

„ „ artificial intelligence artificial intelligence

„ „ networking and distributed computing networking and distributed computing

„ „ software construction, prototyping and testing software construction, prototyping and testing

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Preface

Preface –– Slide 10Slide 10 Algorithms and Networking for Computer Games

Algorithms and Networking for Computer Games

© 2006 Jouni Smed and Harri Hakonen

© 2006 Jouni Smed and Harri Hakonen

Algorithmic problems in Algorithmic problems in

computer games computer games

„ „ graphics and audio graphics and audio

„„

3D rendering 3D rendering

„

„

camera movements camera movements

„

„

adaptive audio adaptive audio

„ „ simulation and modelling simulation and modelling

„„

game engines game engines

„ „ multiplayer networking multiplayer networking

„„

protocols and security protocols and security

„

„

resource distribution resource distribution

„ „ artificial intelligence (AI) artificial intelligence (AI)

„„

computer computer - - controlled actors

a shift of interest

controlled actors

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Preface

Preface –– Slide 11Slide 11 Algorithms and Networking for Computer Games

Algorithms and Networking for Computer Games

© 2006 Jouni Smed and Harri Hakonen

© 2006 Jouni Smed and Harri Hakonen

The intention of this course The intention of this course

To provide a glance into the world of computer To provide a glance into the world of computer

games as seen from the perspective of a games as seen from the perspective of a

computer scientist.

computer scientist.

Viittaukset

LIITTYVÄT TIEDOSTOT

 to provide a glance into the world of computer games as seen from the perspective of a computer

 for example, the champion of the losers’ bracket gets to the semifinal in the winners’ bracket.

 Although this is the de facto approach in (commercial) computer games, are there alternatives. 

Three perspectives for decision- making in computer games.  level

deeper games: human-like bots, interactive stories software construction practices: game programming is no longer a reservate for wizards, nerds and geeks off-the-shelf components:

™ a measure of how much data is lost by a measure of how much data is lost by the network during the journey from the network during the journey from source to destination

„ a game that is carried out with the help of a a game that is carried out with the help of a computer program.

„ common problem in computer games common problem in computer