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研究生:吳昱翰
研究生(外文):Yu-han Wu
論文名稱:簡易開發暨載入階段優化之3D遊戲引擎架構
論文名稱(外文):Simple development and loading time optimized 3D game engine architecture
指導教授:鄭武堯鄭武堯引用關係
指導教授(外文):Wu-yao Cheng
學位類別:碩士
校院名稱:世新大學
系所名稱:資訊管理學研究所(含碩專班)
學門:電算機學門
學類:電算機一般學類
論文種類:學術論文
論文出版年:2013
畢業學年度:101
語文別:中文
論文頁數:66
中文關鍵詞:遊戲引擎OpenGL ES跨平台
外文關鍵詞:Game EngineOpenGL ESCross-platform
相關次數:
  • 被引用被引用:3
  • 點閱點閱:387
  • 評分評分:
  • 下載下載:41
  • 收藏至我的研究室書目清單書目收藏:1
縱觀現有跨平台遊戲引擎發展,不少以琳瑯滿目的功能、絢麗的特效系統為目標,因而產生出架構龐大而造成局部效能不彰的狀況,另一方面,由於遊戲開發的門檻頗高,且許多市售商業引擎並非以容易開發的角度為出發點,因此,造成許多初學者開發初期不容易上手,產生排斥使用引擎的案例。本研究以「簡易架構」的概念,透過整體性架構設計思維作為出發點,提出一種遊戲引擎架構,不僅能符合”跨平台”趨勢,朝著精簡且具有高效能與彈性的架構發展,更進一步降低學習難度,達到簡易開發的效果。
以跨平台(iOS 4+、Android NDK 2.3+)引擎為前提,本研究主要有下列兩大重點:
「遊戲引擎簡易開發架構」:簡易開發最大的精神即簡易的開發步驟以及開發一致性,主要導入 Non-Frame Based 的概念來完成簡易開發架構,顛覆傳統在 Update 函式中建構遊戲邏輯,參考IS.GD 2.8之XML架構,提供由XML敘述式流程導向之通用的遊戲行為描述機制。

「遊戲載入階段優化」:從引擎載入階段深入研究,部分抽離可以在較早期階段完成的工作, 提供一個通用的工具自動化將資源檔、以及載入階段之物件狀態記錄到單一檔案中,以達到載入階段效能提升。
Throughout the existing cross-platform game engine development, many game engine developed for the functional, thereby generating a huge structure caused by poor performance, on the other hand, game development threshold is high, and many game engines are not commercially available as a starting point in teaching values, therefore, resulting in many development not approachable for beginners, used engine generates exclusion cases. In this study, "Simple architecture" concept, through a holistic architecture design thinking as a starting point, proposes a game engine architecture, not only to meet the "cross-platform" compact and has a high performance and flexible architecture, further reducing learning difficulty, to ease the effects of the development.
A cross-platform station (iOS 4 +, Android NDK 2.3 +) engine as the premise, from the engine to the low-level programming interface rendering structural reforms, this study has the following two points:
"Simple game engine development framework": Simple greatest spiritual development that the development process and the development of simple consistency, the main import Non-frame based concepts to accomplish simple development framework, to overturn the traditional game in the Update function to construct logic, reference IS.GD 2.8 of XMLschema, XMLprovided by a narrative description of process-oriented to a common play behavior through high-level description of parsing such statements will be able to help the engine to analyze the purpose of play behavior to predict the results.
"Game runtime optimization": From the engine load phase, game logic stage, rendering the individual in-depth study phase three parts, partly detached in a relatively early stage of the work done, because to get a more high-level program behavior information to Data the concept of program behavior Oriented automatically optimize memory data sorting, reducing engine performs dynamic memory operations when many burdens.
摘要 II
誌謝 IV
目錄 VII
圖目錄 IX
表目錄 XI
第一章 緒論 1
1.1研究背景與動機 1
1.2研究目的 3
1.3研究範圍 4
第二章 文獻探討 5
2.1 Open Source遊戲引擎架構探討 5
2.1.1 IS.GD 2.8 5
2.1.2 GFX引擎架構探討 7
2.1.3 GamePlay引擎架構探討 8
2.1.4 設計與執行階段抽離架構 9
2.1.5 簡化開發架構 11
2.1.6 其他引擎架構探討 13
2.2 行動平台與相關技術 15
2.2.1 iOS 6作業系統 15
2.2.2 Android作業系統 16
2.2.3 OpenGL ES 2.0 17
2.3 遊戲引擎介紹 18
2.3.1 Unreal Engine 18
2.3.2 Unity 4 20
第三章、研究方法 21
3.1 基礎架構概述 21
3.2遊戲引擎簡易開發架構 22
3.2.1 Non-Frame Based開發架構 23
3.3 載入階段優化 31
第四章、實務應用與研究結果 34
4.1 遊戲引擎簡易開發架構 34
4.1.1 Non-frame based開發階段 34
4.1.2 Non-frame based結果比較 39
4.1.2.1 Non-frame based與簡化開發架構之比較 39
4.1.2.2 Non-frame based與其他引擎比較 41
4.2載入階段優化 43
4.2.1優化架構開發概述 43
4.2.2載入階段優化開發 46
第五章、結果與未來展望 51
中文參考文獻 52
英文參考文獻 53
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[2]陳詩愷, “多重開發網路平台與簡化遊戲開發架構設計與實作,” 世新大學, 2011.
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