dc.contributor.author | Lemón, Maria | |
dc.contributor.author | Örnvall, Gustav | |
dc.contributor.author | Axelsson, Daniel | |
dc.contributor.author | Gjälby, Ludvig | |
dc.contributor.author | Råman, Joakim | |
dc.contributor.author | Pettersson, Markus | |
dc.contributor.author | Almlöf, Sebastian | |
dc.date.accessioned | 2012-08-09T13:08:53Z | |
dc.date.available | 2012-08-09T13:08:53Z | |
dc.date.issued | 2012-08-09 | |
dc.identifier.uri | http://hdl.handle.net/2077/30081 | |
dc.description.abstract | In this thesis, various modern game programming and modeling techniques are presented, with a focus on algorithms for graphical effects. A few of those techniques have then been selected and implemented in a graphics-intensive racing game set in an open space environment. The game is developed from the ground up in C# with the XNA 4.0 framework. The performance of the implemented techniques has then been evaluated. For the graphics, implementations of deferred rendering, Phong-shading, environment maps, exponential shadow maps, screen-space ambient occlusion, lens flares, bloom, depth of field and motion blur have been included in the game. A physics engine has been developed from the ground up using a numerical implementation of Newtonian mechanics with Euler-forward integration and a multi-phase collision detection system using Sweep-and-prune and OBB-intersection algorithms. Network play allowing games over LAN or the Internet has been included with the help of the Lidgren-network-gen3 library. | sv |
dc.language.iso | eng | sv |
dc.title | Rally Sport Racing Game: CodeName Space Racer - An evaluation of techniques used when developing a marketable 3D game | sv |
dc.type | text | |
dc.setspec.uppsok | Technology | |
dc.type.uppsok | M2 | |
dc.contributor.department | Göteborgs universitet/Institutionen för data- och informationsteknik | swe |
dc.contributor.department | University of Gothenburg/Department of Computer Science and Engineering | eng |
dc.type.degree | Student essay | |