© 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
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
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
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 %
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
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
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
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
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
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
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