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CCS347 GD - UNit 1

The document provides an overview of various game genres, including action, adventure, RPGs, and more, highlighting their unique characteristics. It also covers the basics of 2D and 3D graphics, including transformations, projections, and color models essential for game development. Additionally, it discusses fundamental game components such as game engines, graphics, audio, and gameplay mechanics that contribute to the overall gaming experience.

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0% found this document useful (0 votes)
24 views

CCS347 GD - UNit 1

The document provides an overview of various game genres, including action, adventure, RPGs, and more, highlighting their unique characteristics. It also covers the basics of 2D and 3D graphics, including transformations, projections, and color models essential for game development. Additionally, it discusses fundamental game components such as game engines, graphics, audio, and gameplay mechanics that contribute to the overall gaming experience.

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balamurugancse01
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CCS347 Game Development

Unit I 3D Graphics for Game Design

Genres of Games

1. Action Games: These games typically involve fast-paced gameplay with a focus on combat,
exploration, and reflexes. Examples include first-person shooters (FPS), platformers, and hack-
and-slash games.

2. Adventure Games: Adventure games emphasize exploration, puzzle-solving, and storytelling.


They often feature intricate narratives and immersive worlds. Point-and-click adventures and
role-playing games (RPGs) are popular subgenres.

3. Role-Playing Games (RPGs): RPGs allow players to assume the roles of characters within a
fictional world. They often involve character customization, decision-making, and progression
through leveling up or acquiring new abilities.

4. Strategy Games: Strategy games require players to use tactics and planning to achieve victory.
They can be divided into subgenres such as real-time strategy (RTS), turn-based strategy (TBS),
and 4X (explore, expand, exploit, exterminate) games.

5. Simulation Games: Simulation games aim to replicate real-world activities or systems. They can
cover a wide range of topics, including city-building, farming, flight simulation, and life
simulation.

6. Sports Games: Sports games simulate real-life sports such as soccer, basketball, and football.
They often feature realistic physics, player statistics, and multiplayer modes for competitive
play.

7. Puzzle Games: Puzzle games challenge players to solve problems or complete tasks using logic,
spatial reasoning, and pattern recognition. Examples include match-three games, Sudoku, and
crossword puzzles.

8. Horror Games: Horror games focus on creating tension and fear through atmospheric design,
suspenseful gameplay, and frightening imagery. They often incorporate elements of other
genres, such as action or adventure.

9. Racing Games: Racing games center around competitive driving challenges, ranging from
realistic simulations to arcade-style experiences. Players compete against AI opponents or other
players in various vehicles.

10. Fighting Games: Fighting games feature one-on-one combat between characters with unique
abilities and movesets. They emphasize timing, precision, and strategic thinking to defeat
opponents.

11. Platformer Games: Platformers involve navigating characters through levels filled with
obstacles, enemies, and hazards. They often require precise jumping and timing skills to
progress.

12. MMORPGs (Massively Multiplayer Online Role-Playing Games): MMORPGs are online games
where thousands of players interact in a virtual world simultaneously. They often feature
persistent worlds, character progression, and player-vs-player (PvP) or player-vs-environment
(PvE) gameplay.

13. Educational Games: Educational games aim to teach players specific skills or knowledge while
entertaining them. They cover a wide range of subjects, including mathematics, language
learning, and history.
These are just a few examples, and many games blend elements from multiple genres to create unique
experiences. Additionally, new genres and subgenres continue to emerge as game development evolves.

Basics of 2D and 3D Graphics for Game Avatar

2D Graphics:

1. Sprites: In 2D games, characters are often represented as sprites, which are two-dimensional
images or animations. These sprites can be created using software like Adobe Photoshop or
GIMP.

2. Animation: Animating 2D characters involves creating a series of images that depict various
movements and actions. These images are then displayed sequentially to give the illusion of
motion.

3. Character Design: Designing 2D characters involves creating visually appealing and recognizable
sprites that convey personality and characteristics through their appearance and animations.

4. Resolution: 2D graphics are typically created at specific resolutions, which dictate the level of
detail and clarity of the images. Common resolutions for 2D games include 640x480, 800x600,
and 1024x768.

5. Layering: 2D graphics often utilize layers to organize elements within the game world. This
allows developers to create depth and add visual complexity to scenes by arranging sprites in
different layers.

3D Graphics:

1. Modeling: In 3D games, characters are represented as three-dimensional models composed of


vertices, edges, and faces. These models are created using specialized software like Blender,
Maya, or 3ds Max.

2. Texturing: Texturing involves applying two-dimensional images, called textures, onto the
surfaces of 3D models to give them color, detail, and texture. Textures are created using
software like Substance Painter or Adobe Photoshop.

3. Rigging and Animation: Rigging is the process of creating a skeletal structure for a 3D model,
which allows it to be animated realistically. Animations for 3D characters involve manipulating
the model's skeletal rig to create movements and actions.

4. Character Design: 3D character design involves creating detailed and anatomically accurate
models that convey personality and expression through their appearance and animations.

5. Rendering: Rendering is the process of generating the final 2D images from the 3D scene. This
involves applying lighting, shadows, reflections, and other visual effects to create a realistic or
stylized appearance.

6. Polycount: The polycount refers to the number of polygons (or triangles) used to construct a 3D
model. Higher polycounts allow for greater detail but require more computational resources to
render.

Both 2D and 3D graphics have their advantages and are used in various types of games depending on
the desired visual style, technical requirements, and artistic preferences of the developers.
Game Components

Game components are the fundamental elements that make up a game. These components work
together to create the overall gameplay experience. Here are some common game components:

1. Game Engine: The game engine is the software framework that provides developers with tools
and functionalities to create and manage various aspects of the game, including graphics,
physics, audio, and artificial intelligence.

2. Graphics: Graphics encompass all visual elements of the game, including characters,
environments, animations, user interfaces, and special effects. Graphics can be 2D or 3D,
depending on the style and requirements of the game.

3. Audio: Audio components include background music, sound effects, voice acting, and ambient
sounds. These elements contribute to the atmosphere, immersion, and overall experience of the
game.

4. User Interface (UI): The user interface comprises menus, HUD (heads-up display), buttons, icons,
and other interactive elements that allow players to navigate the game, access options, and
interact with the game world.

5. Gameplay Mechanics: Gameplay mechanics are the rules, systems, and interactions that define
how the game is played. This includes movement, combat, puzzles, resource management,
progression, and win/lose conditions.

6. Characters: Characters are the entities controlled by players or controlled by the game's
artificial intelligence. This includes player avatars, NPCs (non-player characters), enemies, allies,
and any other entities that inhabit the game world.

7. Levels/Maps: Levels or maps are the playable areas within the game world. They can vary in
size, complexity, and design, offering different challenges, environments, and objectives for
players to explore and complete.

8. Storyline/Narrative: The storyline or narrative provides context, plot, and structure to the
game. It includes dialogue, cutscenes, lore, backstory, and character development, enriching the
player's experience and immersion in the game world.

9. Physics: Physics simulation governs the behavior of objects and characters within the game
world, including movement, collision detection, gravity, inertia, and other physical interactions.
Realistic physics can enhance immersion and gameplay realism.

10. Networking: Networking components enable multiplayer functionality, allowing players to


connect, communicate, and play with each other over the internet or local network. This
includes matchmaking, multiplayer modes, peer-to-peer or client-server architectures, and
network synchronization.

11. Artificial Intelligence (AI): AI components control the behavior and decision-making of non-
player characters (NPCs) and enemies within the game. This includes pathfinding, enemy
behaviors, adaptive difficulty, and other AI techniques to create challenging and engaging
gameplay experiences.

12. Input Controls: Input controls allow players to interact with the game using devices such as
keyboards, mice, controllers, touchscreens, or motion controllers. Responsive and intuitive
controls are essential for smooth and enjoyable gameplay.

These game components can vary in complexity and implementation depending on the genre, scope,
and platform of the game. Successful games carefully balance these components to create a cohesive
and engaging experience for players.
2D and 3D Transformations

Transformations are essential operations in both 2D and 3D graphics that manipulate the position,
orientation, and scale of objects within a virtual space. Here's an overview of common transformations
in both 2D and 3D graphics:

2D Transformations:

1. Translation: This involves moving an object from one position to another along the x and y axes.
The translation operation is typically represented by adding or subtracting values to the object's
coordinates.

2. Rotation: Rotation involves rotating an object around a specified point by a certain angle. The
rotation can be clockwise or counterclockwise and is usually performed around the object's
origin or a specific pivot point.

3. Scaling: Scaling modifies the size of an object along the x and y axes. It involves multiplying or
dividing the object's dimensions by specified scale factors to make it larger or smaller.

4. Shearing: Shearing distorts an object by skewing its shape along one axis while keeping the
other axis unchanged. It is often used to create perspective effects or simulate slanted surfaces.

3D Transformations:

1. Translation: Similar to 2D translation, 3D translation involves moving an object from one


position to another along the x, y, and z axes. Objects can be translated in any direction in 3D
space.

2. Rotation: 3D rotation involves rotating an object around an axis in 3D space. Unlike 2D rotation,
3D rotation can occur around any arbitrary axis, such as the x, y, or z axis, or a custom axis
defined by the user.

3. Scaling: Scaling in 3D involves modifying the size of an object along the x, y, and z axes
independently. This allows for non-uniform scaling, where the object can be stretched or
squashed along different axes.

4. Shearing: Shearing in 3D distorts an object by skewing its shape along one or more axes while
keeping the others unchanged. It can be used to create perspective effects, deformations, or
simulate non-linear transformations.

5. Projection: Projection transforms 3D objects onto a 2D plane for rendering. There are various
types of projections, including perspective projection, which simulates how objects appear
smaller as they move away from the viewer, and orthographic projection, which preserves the
relative size of objects regardless of their distance from the viewer.

These transformations are fundamental to creating dynamic and interactive graphics in both 2D and 3D
environments. They enable developers to manipulate objects in space, create animations, simulate
movement, and achieve a wide range of visual effects.

Projections

Projections are a crucial aspect of 2D and 3D graphics, particularly in computer graphics, where they are
used to convert three-dimensional objects into two-dimensional representations for display on screens
or other flat surfaces. Here's an overview of projections in both 2D and 3D graphics:

2D Projections:

1. Identity Projection: This is the simplest form of projection, where points in a 2D space remain
unchanged. It's essentially a flat view with no transformation.
2. Orthographic Projection: In orthographic projection, objects are projected onto a plane parallel
to the viewing plane. This means that all lines perpendicular to the viewing plane remain parallel
after projection. It's commonly used in technical drawing and engineering to represent objects
accurately without perspective distortion.

3. Oblique Projection: Oblique projection involves projecting objects onto a plane at an angle
other than perpendicular. This can create a sense of depth and perspective but isn't as realistic
as perspective projection.

3D Projections:

1. Orthographic Projection: Similar to 2D orthographic projection, in 3D graphics, orthographic


projection involves projecting 3D objects onto a 2D plane without accounting for perspective.
This results in objects appearing the same size regardless of their distance from the viewer. It's
often used in technical visualization and CAD applications.

2. Perspective Projection: Perspective projection simulates how objects appear smaller as they
move away from the viewer, creating a sense of depth and realism. It's based on the principles
of geometry and mimics how the human eye perceives depth in the real world. Perspective
projection is commonly used in 3D graphics for rendering scenes in video games, virtual reality,
and computer-generated imagery (CGI) for movies and animations.

3. Parallel Projection: Parallel projection is a type of projection where lines from the viewer to the
object remain parallel after projection. This means that objects maintain their size and shape
regardless of their distance from the viewer. Parallel projection is often used in technical
drawing and architectural rendering.

In summary, projections play a vital role in transforming three-dimensional objects into two-dimensional
representations for display. They enable realistic rendering of scenes in 3D graphics and accurate
representation of objects in technical drawings and engineering applications. Different types of
projections offer various trade-offs between accuracy, realism, and computational complexity,
depending on the requirements of the specific application.

Color Models

Color models are mathematical representations used to describe and define colors in digital imaging,
graphics, and display technologies. There are several color models, each with its own way of
representing colors based on different principles. Here are some common color models:

1. RGB (Red, Green, Blue):

 RGB is an additive color model used in digital displays, where colors are created by
mixing varying intensities of red, green, and blue light.

 Each color channel (red, green, and blue) is typically represented as an 8-bit value,
ranging from 0 to 255, where 0 represents no intensity and 255 represents full intensity.

 By combining different intensities of red, green, and blue light, a wide range of colors
can be produced.

2. CMY (Cyan, Magenta, Yellow) and CMYK (Cyan, Magenta, Yellow, Key/Black):

 CMY is a subtractive color model used in printing and color mixing. In this model, colors
are created by subtracting varying amounts of cyan, magenta, and yellow pigments from
white.

 CMYK is an extension of CMY, where the "K" stands for "Key," which represents black. It
is added to improve color reproduction and to produce richer blacks in printed
materials.
 CMYK is commonly used in color printing, where colors are specified using percentages
of cyan, magenta, yellow, and black ink.

3. HSB/HSV (Hue, Saturation, Brightness/Value):

 HSB/HSV is a cylindrical color model that represents colors based on their hue,
saturation, and brightness/value.

 Hue represents the type of color (e.g., red, green, blue) and is represented as an angle
around a color wheel.

 Saturation represents the intensity or purity of the color and is typically represented as
a percentage.

 Brightness (or Value) represents the brightness of the color and is typically represented
as a percentage or value between 0 and 255.

4. HSL (Hue, Saturation, Lightness):

 Similar to HSB/HSV, HSL is a cylindrical color model that represents colors based on their
hue, saturation, and lightness.

 Lightness represents the brightness of the color, but unlike brightness in HSB/HSV,
lightness is calculated by averaging the maximum and minimum color component
values.

5. Lab (CIELAB):

 Lab is a color model defined by the International Commission on Illumination (CIE) that
is designed to be perceptually uniform, meaning that equal distances in Lab space
correspond to equal perceptual differences in color.

 Lab color space consists of three components: L* (lightness), a* (green to red), and b*
(blue to yellow). L* represents lightness on a scale from 0 to 100, while a* and b*
represent color opponent dimensions.

These are some of the most common color models used in digital imaging, graphics design, printing, and
various other applications. Each color model has its own advantages and applications, and
understanding them can help in accurately representing and manipulating colors in digital media.

Illumination and Shader Models

"Illumination" and "shader models" are key concepts in computer graphics and game development,
closely related to how light interacts with objects in a virtual environment and how these objects are
rendered on screen. Let's break down each term:

Illumination:

In computer graphics, illumination refers to the simulation of light and its effects on objects within a 3D
scene. It involves determining how light interacts with surfaces, affecting their appearance and creating
shadows, highlights, and other visual phenomena.

There are two primary components of illumination:

1. Light Sources: These are the virtual representations of light emitters within a scene. Examples
include directional lights (e.g., sunlight), point lights (e.g., light bulbs), spotlights, and ambient
lights. Each type of light source contributes differently to the illumination of objects based on its
position, intensity, color, and other properties.

2. Surface Properties: Surfaces in a 3D scene have various properties that determine how they
interact with light. The most common properties include:
 Diffuse Reflectance: Determines how much light is diffusely reflected from a surface in
all directions.

 Specular Reflectance: Determines how much light is reflected in a specular (mirror-like)


manner, creating highlights.

 Ambient Reflectance: Represents the amount of light a surface receives from indirect
illumination in the environment.

 Transparency: Determines how much light passes through a surface, affecting its
appearance and creating translucent or transparent effects.

Illumination calculations are often based on physical principles such as the Lambertian reflectance
model for diffuse reflection and the Phong or Blinn-Phong model for specular reflection.

Shader Models:

Shader models are algorithms or programs used to calculate the appearance of surfaces and objects in a
3D scene. They define how light interacts with materials and determine the color, texture, and other
visual properties of rendered pixels.

There are different types of shaders, each responsible for different aspects of the rendering pipeline:

1. Vertex Shader: Operates on individual vertices of 3D models and is responsible for transforming
vertices from object space to screen space, as well as performing per-vertex calculations such as
lighting and texture coordinates.

2. Fragment Shader (Pixel Shader): Operates on individual fragments (pixels) generated by


rasterizing primitives (e.g., triangles) and is responsible for calculating the final color of each
pixel. Fragment shaders are often used for per-pixel lighting calculations, texture mapping, and
other effects.

3. Geometry Shader: Operates on entire primitives (e.g., triangles) and can generate new
geometry or perform operations such as tessellation or particle effects.

Shader models are essential for achieving realistic lighting and material effects in computer graphics,
and they are widely used in rendering engines for games, simulations, visualizations, and other
applications. Different shader models may be used depending on the complexity of the scene, the
hardware capabilities, and the desired visual style.

Animation

Animation is the process of creating the illusion of motion and change by rapidly displaying a sequence
of images or frames. It is a powerful technique used in various fields such as film, television, video
games, advertising, education, and art. Animation can be produced using different methods and
techniques, each with its own unique characteristics and applications. Here are some key aspects of
animation:

1. Traditional Animation:

 Traditional animation, also known as hand-drawn or cel animation, involves creating each frame
manually by hand-drawing or painting on transparent sheets called cels.

 Animators draw keyframes, which represent the most important poses or moments in the
animation, and then create intermediate frames called "in-betweens" to smooth out the
motion.

 Traditional animation has a rich history and has been used in classic animated films such as
Disney's "Snow White and the Seven Dwarfs" and "The Lion King."
2. Stop-Motion Animation:

 Stop-motion animation involves capturing a series of still images of physical objects or puppets,
with slight changes made between each frame.

 The objects are moved incrementally and photographed frame by frame to create the illusion of
movement when played back at normal speed.

 Examples of stop-motion animation include claymation films like "Wallace and Gromit" and
"Chicken Run," as well as puppet animation in films like "The Nightmare Before Christmas."

3. Computer Animation:

 Computer animation involves creating animated sequences using digital tools and software.

 There are various techniques within computer animation, including:

 2D Animation: Creating animations using digital drawing or vector-based software,


similar to traditional animation but done digitally.

 3D Animation: Creating animations using three-dimensional computer graphics. This


involves modeling objects in 3D space, applying textures and materials, rigging
characters with skeletons, and animating them using keyframes or procedural
techniques.

 Motion Capture (MoCap): Recording the movements of real actors or objects using
specialized cameras and sensors, and then transferring that motion to digital characters
or models.

 Particle Animation: Simulating complex phenomena such as fire, smoke, water, and
explosions using particle systems and physics simulations.

 Computer animation is widely used in the film industry, video game development, advertising,
architectural visualization, and scientific visualization.

4. Motion Graphics:

 Motion graphics involve animating graphic elements such as text, logos, and illustrations to
create dynamic visual sequences.

 Motion graphics are often used in title sequences, commercials, explainer videos, user
interfaces, and infographics.

 Motion graphics can be created using various software tools such as Adobe After Effects, Cinema
4D, and Autodesk Maya.

Animation is a versatile and expressive medium that allows creators to tell stories, convey information,
and evoke emotions through movement and visual imagery. With advancements in technology,
animation continues to evolve and push the boundaries of creativity and innovation.

Controller Based Animation

Controller-based animation is a technique used in computer graphics and game development to create
animations by controlling and manipulating the movement, appearance, and behavior of objects
through the use of controllers. In this approach, animations are defined and managed through a system
of controllers that drive the motion and interactions of objects within a scene. Here's an overview of
controller-based animation:
Components of Controller-Based Animation:

1. Controllers: Controllers are objects or scripts that govern the behavior of animated objects.
They can take various forms, such as keyframe controllers, procedural controllers, or script
controllers, depending on the complexity and requirements of the animation.

 Keyframe Controllers: Keyframe controllers interpolate between keyframes, which are


specific points in time where the animator defines the desired state of the object
(position, rotation, scale, etc.). The controller calculates the object's state at each frame
based on the keyframes provided.

 Procedural Controllers: Procedural controllers generate animation in real-time using


mathematical functions or algorithms. They can be used to create dynamic and
responsive animations that react to user input or changes in the environment.

 Script Controllers: Script controllers allow developers to write custom scripts or code to
control object behavior. This provides flexibility and allows for complex interactions and
animations that cannot be achieved with simple keyframe or procedural animations.

2. Animation Curves: Animation curves are mathematical representations of how an object's


properties change over time. They define the rate and timing of animation transitions, allowing
for smooth and natural movement. Controllers use animation curves to interpolate between
keyframes or generate procedural animation.

3. Parameterization: Controller-based animation often involves parameterizing various aspects of


object behavior, such as speed, acceleration, damping, and constraints. These parameters allow
animators to fine-tune animations and create specific effects or behaviors.

4. Hierarchy and Constraints: In many animation systems, objects can be organized into
hierarchies, where the transformation of parent objects affects the transformation of their child
objects. Controllers can also apply constraints to limit the movement or orientation of objects,
ensuring that they adhere to specific rules or conditions.

Advantages of Controller-Based Animation:

 Flexibility: Controller-based animation provides flexibility in defining and modifying animations,


allowing animators to adjust parameters and behaviors dynamically.

 Interactivity: By using controllers, animations can respond to user input or changes in the
environment, creating interactive and dynamic experiences.

 Complexity: Controller-based animation supports complex interactions, hierarchies, and


constraints, enabling the creation of sophisticated animations and simulations.

Examples:

 In a game, a character's movement may be controlled by a keyframe controller that interpolates


between walking, running, and jumping animations based on player input.

 In a physics simulation, a procedural controller may generate realistic motion for a bouncing ball
based on the laws of physics and environmental conditions.

 In a 3D modeling software, a script controller may animate the movement of a mechanical arm
based on a set of predefined constraints and parameters.

Overall, controller-based animation is a versatile and powerful technique used in computer graphics and
game development to create a wide range of animations and simulations.

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