Chapter #4 First-Person Perspective Second-Person Perspective Third-Person Perspective...
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Transcript of Chapter #4 First-Person Perspective Second-Person Perspective Third-Person Perspective...
Chapter #4
*Perspective, Scene Design, andBasic Animation
*Perspective Views
First-Person Perspective
Second-Person Perspective
Third-Person Perspective
Changeable-Person Perspective
*First-Person Perspective
*Being the character
*Player see through the eyes of the character
*Used when the player would not be able to see the character being controlled but can see everything the character sees
*Entire background scene moves
*Driving or shooting games
First person is seeing from your character's eyes
First Person Perspective Video Game
*Second Person Perspective
*Least used in video game design
*Opponent’s view (sports games)
Second person would be seeing from the eyes of your target
Platform View…Shows character in profile and a side view of all obstacles
Overhead View…Shows character and surroundings from a perspective high overhead.
* Third Person Perspective -2D games
*Third-Person Perspective
• Also called a spectators view• Most versatile view on a video game• View of a neutral third person• View shows both the player and the
opponent• Allows multiple viewing anglesList angles????
overhead behind any angle left - right forward of the player
third person is seeing from some unrelated parties' eyes
*Third Person…
Platform View• Shows the character profile and a side view of all the
obstacles
Overhead View• Shows the character and surroundings from a
perspective high overhead.
*2D third person
*Platform View
*Changeable PerspectiveAllows player to set the camera perspectives
*ScenesThe placement of objects on a game frame to create an attractive layout, obstacles, and objectives that convey
the story and mood.
Background…Enhance the gameplay experience – feel and mood of a scene
Color Palette…Set of colors used consistently throughout the scene to maintain mood
Active Object…An object that the player can interact with
Background Object…An object that the player can not interact with
Backdrop…Trees, buildings etc.. Elements of the scenery that the player can touch or walk behind.
*Feel & mood
*Active scenery
*StoryboardsSketches that help organize & plan what will happen in a video game
*Image Properties
Scene dimensions are measured in PIXELS (picture elements)
Pixels…• Smallest points or dote of color a computer
screen can generate• Can only be one color at given time• All objects displayed onscreen are created with
pixels
The higher the dpi the higher the resolution50 dots to make a one inch line = 50 dots per inch (dpi)
*Clarity• Related to the DPI…more DPI increased clarity• Low resolution = pixelated image (blurry)
Interpolation: refining spaces between the pixels• Inter…space between / polation…polishing –finishing
Dithering..• Filling in the spaces between the pixels
Native Poles..Color fill space between two native poles
Interpolated pixel
Adjacent pixels …Native Poles
Screen Dimensions
• More pixels …need more memory to generate items
• Designers need to know what type of computer system the game will be played on.
• 1280 x 780 resolution…create frame to fill 1280 wide x 780 high to fill screen
• Screen dimensions determines the gameplay dimensions…2D…2.5D or….D
ImagesRaster Images• 2D games• Made of dots or pixels• Each pixel has a specific color & location to construct the final
image• Raster image is called a BITMAP…each location is mapped on
a grid• Originally… bitmaps were only made at a bit depth of 1
Bit Depth..• binary measure of color 1=white (black & white only)• Bit depth of 4 = 16 colors / 8 = 256 colors
The smiley face in the top left corner is a raster image. When enlarged, individual pixels appear as squares. Zooming in further, they can be analyzed, with their colors constructed by adding the values for red, green and blue
True Color..
RPG colorBit depth of 24 = 16,777,216 colorsHuman eye can only see 10 million colors
Deep Color..Windows 7 up 48 bit depth
Gamut..Deep color produces a gamut of over 1 billion
*Alpha File• Different parts of the object would have different levels of
transparency depending on how much you wanted the background to show through.
• This is especially important for animation, where the background changes from one frame to the next.
Vector Images• not made up of a grid of
pixels
• comprised of paths, which are defined by a start and end point, along with other points, curves, and angles along the way
Compression
Loosy compression-If, after compression, the original file cannot be brought back again (like humpty dumpty), then the compression is said to be Lossy.
Loosless compression -When a file that has been compressed can be decoded back into its original form with zero loss of information, the compression is said to be a Lossless Compression.
Reducing CPU Usages
BlittingThe term blit is shorthand for bit block transfer, which is the process of transferring blocks of data from one place in memory to another. Graphics programmers use blitting to transfer graphics from one place in memory to another. Blits are often used to perform sprite animation, which is discussed later.
Double BufferingTwo buffers are commonly used to speed up program execution. Data are processed in one buffer while data are written into or read out of the other.
Two Dimensional Games• Can only move up, down, left,
right• Flat characters and background
Linked
Game FrameEntire game world – on & off screen
Visible play area, stage or scopeWhat is displayed on screen
ScrollingWhen the game frame is moved
Sprite character setCollection of 2D assets- poses
* Coordinate systemX = left & right horizontal directionsY= up & down vertical directions
ParallaxCreate depth in 2DMultiple background maps
Linked
*Two & Half Dimensional Games 2.5D
2D backgrounds graphics3D characters & obstaclesHybrid game
Linked
*3D Games
• 3D characters and backgrounds• Sprite are 2D – Models are 3D = X, Y, Z• Computer generated in real time to show correct angle
& pose
Visual PerspectiveCreates the sense of depth using shading and narrowing to represent the third dimension of depth on a 2D screen
Vanishing PointThe point in the background where the edges of all assets meet at a single point.
*Pixel ShadingMove further from light source, things get darkerMove closer to light source, things get brighter
*VerticesPoint on a 3D model where the corners of adjacent faces meet
ScalingDepth
Round objectGeodesic Sphere
LinkedLinked
LINKED
*MeshGluing pieces together
* Active Animation
*Test Review
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