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1 ? 5. VR/AR AI GPU VR

2 1. Lecture notes 2. Real Time Rendering, Tomas Möller and Eric Haines 3. The Art of Game Design, Jesse Schell GPU The Cg Tutorial 60% 40% ENIAC

3 Early Origins of Video Games 1950 Bertie the Brain (by Josef Kates) Early Origins of Video Games 1958 Tennis for Two (William Hoginbotham, Brookhaven National Lab) n Oscilliscope-based two-player game with primitive controller

4 Early Origins of Video Games 1961 Spacewar (Steve Russell, MIT Tech Model Railroad Club ) n First fully-interactive video game n First special-purpose game joysticks added later Commercial Arcade Games 1971 Computer Space (Nolan Bushnell, Nutting Associates) n n First commercial coin-operated arcade videogame 1500 units built, but it did not sell well Commercial Arcade Games 1972 PONG (Nolan Bushnell, Atari) n First commercially-successful arcade videogame n Entirely solidstate (no ROMs or microprocessors) n 8,500 machines sold at $1200 each "AVOID MISSING BALL FOR HIGH SCORE " 1975, home console

5 Home Video Game Systems 1972 Odyssey (Ralph Baer, Magnavox) n First commercial home video game system n Uses only 40 transistors and 40 diodes! n 100,000 sold the first year at $100 each n Support different games Notable Early Video Games 1974 TANK ( Kee Games / Atari, Inc. ) First arcade videogame to use ROMs 1975 Gunfight (Taito / Midway) First arcade game using a microprocessor Space Invader Other Notable Arcade Games Inspired by GunFight using Intel 8080 Nishikado 1978 (Taito) Very successful The pixelated enemy alien has become a pop culture icon 1977 Space Wars (Cinematronics) n First arcade game to use vector display technology ( later used in Atari s wildly successful Asteroids ) 1983 Dragon s Lair (Starcom / Cinematronics) n First arcade game to utilize laser-disc technology SPACE WARS 1980 ASTEROIDS

6 Other Notable Arcade Games 1984 I, Robot / Ice Castles (Atari, Inc.) n First game to use 3D polygon rendering technology 1992 Virtual Racing (Sega) n First multi-player driving game using force-feedback steering, realistic graphics and physics 7th generation consoles (2004 present) handheld consoles Nintendo DS following a trend established since mid-1980s, Nitendo gambled on a lower-power design but featuring a novel control interface two screens, one of which was touch-sensitive, proved extremely popular, especially young children and middle-aged gamers, drawn by Nintendo's Nintendogs and Brain Age series DS allowed Nintendo to continue its dominance in handheld gaming. Sony PlayStation Portable (PSP) boasted superior graphics and power,. attracted a significant portion of veteran gamers,

7 In console gaming Microsoft Xbox 360 (November 2005) Sony PlayStation 3 (2006, 2007) Blu-ray Disc and Wi-Fi, Both setting the technology standard for the generation high-definition graphics over HDMI connections, large hard disk-based secondary storage for save games integrated networking, a companion on-line gameplay and sales platform, with Xbox Live and the PlayStation Network, respectively. Both were the first to challenge PC in power while offering a relatively modest price compared to the Nintendo Wii console had lower technical specifications than both the Xbox 360 and PlayStation 3, not offer HD graphics, its new motion control was much touted, and its lower pricepoint of around $200 $250 appealed to budget-conscious households. sold out through the 2006 Christmas season, and remained so through the next 18 months, becoming the fastest selling game console in most of the world's gaming markets appeal to audiences beyond hardcore gamers, with its novel motion-sensing, pointer-based controller as if it were a golf club, tennis racket, baseball, sword or steering wheel. Cloud Computing comes to games In 2009, a few cloud computing services were announced targeted at video games. These services allow the graphics rendering of the video games to be done away from the end user, and a video stream of the game to be passed to the user. OnLive allows the user to communicate with their servers where the video game rendering is taking place. Gaikai streams games entirely in the user's browser or on an internet-enabled device. Gaming without controllers On November 4, 2010, Microsoft released Kinect in North America, and later in other parts of the world, as a peripheral for the Xbox 360 It sold an average of 133,333 units a day for the first 60 days and a total of 8 million units during the same period, earning it the Guinness World Record for the "fastest selling consumer electronics device". Sales passed 10 million units as of March 9, 2011.

8 8th generation consoles (2011 present) Nintendo 3DS (March 2011) 3D graphics using parallax barrier technology rather than glasses. 3 cameras (one internal and a dual 3D external set), a motion sensor, a gyro sensor and a Slide Pad that allows 360-degree analog input PlayStation Vita January 27, 2011) 5-inch OLED multi touch front screen and a rear touch pad, two analog sticks 3G and WiFi connection Sixaxis control and 3-axis electronic compass. Wii U (April 25, 2011) a controller with a 6.2 inch touch screen built-in that allows some games to be played without the need of a TV set, and can be used as a second screen providing additional info and interactivity, such as "hide-and-seek" style play the Wii U Pro Controller, which resembles Xbox 360 controller PlayStation 4 (Nov 2013) Moving away from the Cell architecture, is the first in the Sony series to feature compatibility with the x86 architecture x86-64 To make video game development easier 8 GB of GDDR5 RAM memory and a faster Blu-ray drive. Console Wars Hot Wars: VR Game

9 Game Pushes Technologies n Game is a comprehensive system using and pushing various computing technologies: n Hardware Architecture n Software Architecture n Software Engineering n User interfaces n Graphics Algorithms n Artificial Intelligence (AI) algorithms n Database n Network n n convert yourself Involve yourself with Game n from Game Player à Game Developer/Game Programmer n Learn from game developing and apply what you have learned to other purposes: n Improve your computing skills n Building other real-time graphics systems Challenge Your Computing Skills n designing efficient data structures n effective memory management n intuitive user interfaces and rendering displays n accessing large data sets and managing system resources n networking and concurrency Game Software Tools and Technology n Modeling, Simulation, Graphics n Programming and Common APIs n real time rendering and animation n autonomous game entities and artificial intelligence Besides, n physics and mathematics

10 Game Programming The Game Loop (Main Event Loop) : How Fast Does my Game Loop Need to Run? ANSWER: It depends n Visual displays typically need at least 15 Hz for interactivity (25-30 Hz is better) n Head-tracking for HMDs is OK at 60 Hz, but even only 2-5ms of latency yields display lag, which often quickly causes users to lose their lunch n Haptic displays usually require much higher update rates ( Hz) n Multitasking / Multiprocessing allows for different update rates for different types of output displays

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