THE GAME TECHNICAL BIBLE - gsCEPT

minedesertΛογισμικό & κατασκευή λογ/κού

31 Οκτ 2013 (πριν από 4 χρόνια και 7 μέρες)

89 εμφανίσεις











THE GAME

TECHNICAL BIBLE



Table of Contents

Hardware and Software

................................
................................
................................
.....................

3

Target

................................
................................
................................
................................
.................

3

Hardware

................................
................................
................................
................................
.........

3

Software

................................
................................
................................
................................
..........

3

Development

................................
................................
................................
................................
....

3

Hardware

................................
................................
................................
................................
.........

3

Software

................................
................................
................................
................................
..........

3

Game engine

................................
................................
................................
................................
....

3

Development procedure
s and standards

................................
................................
..........................

4

Version control

................................
................................
................................
................................

4

General

................................
................................
................................
................................
............

4

Developer specific

................................
................................
................................
...........................

4

Coding standard

................................
................................
................................
.............................

4

File st
andard

................................
................................
................................
................................
....

4

General

................................
................................
................................
................................
............

4

File Format

................................
................................
................................
................................
.......

5

Naming

................................
................................
................................
................................
............

5

Code Methods

................................
................................
................................
................................
.......

5

Scripting Language
................................
................................
................................
...........................

5

Game tuning tools
................................
................................
................................
.............................

5

Graphic Methods
................................
................................
................................
................................
...

5

Export/Import of assets

................................
................................
................................
....................

5

Geometry

................................
................................
................................
................................
...........

5

Textures

................................
................................
................................
................................
.............

6

Lighting

................................
................................
................................
................................
...............

6

Animations

................................
................................
................................
................................
.........

6

Particles and effects

................................
................................
................................
.........................

6


Hardware
and

Software

Target

Hardware



2,5

Ghz, dual core processor.



2 GB RAM



DirectX 11 Graphics card, 1024 MB memory

Software



Windows 7



DirectX 11
.0

Development

Hardware



3
,6

Ghz,

quad

core processor.



16

GB RAM



NVIDIA GeForce GTX 580, 1535

MB memory

Software



Windows 7



DirectX 11
.0



MonoDevelop



Unity Toolkits 4.0



Maya 2013



Photoshop CS6



Mudbox



XNormal



ZBrush

Game engine

The Unity 4

game engine will be used for the project.



Development
procedures and standards

The project will be executed with the agile workflow
Scrum
. For this, backlog and task
management should be
done in

Redmine.

We will setup a MSCW plan for prioritizing features
and tasks.

Version control

SVN is used for
all kinds of version control and is
a

requirement

for

every participant in the
project.

General



Every commit should have a comment explaining what has been done.



Do not commit several features at once. Keep them in separate commits.

Developer specific



Only
compliable

and tested code may be committed.



Aim for having a working build at the end of each day.



Always check and verify the integrity of the files in cases of auto merging.


Coding standard

Check coding convention document for instructions.

File
standard

General



Renaming of created files
is

not
encouraged, get it right the first time
.



Effort will be put in keeping the file structure
organized
.



File Format



.tga for textures.



.fbx

for models.

Naming



File names should be

short and

descriptive.



File names begins with a prefix made
out
of the three first characters

of the files
ca
tegory followed by a underscore
:
env_
G
round
.tga



After the prefix each new word begins with an uppercase,

n
o spaces are used
.



(Suffixes?)



First character

in name must be alphabetical.



No special
or non english characters

are allowed.


Code Methods

http://docs.unity3d.com/Documentation/ScriptReference/index.Writing_Scripts_in_Csharp_26_Boo.
html

http://docs.unity3d.com/Documentation/ScriptReferenc
e/index.Performance_Optimization.html


Scripting Language

In Unity we will use C# exclusively, external plugins are allowed in other languages

Game tuning tools

Attributes for the game and the game objects can be set
in Unity
.


Graphic Methods

http://docs.unity3d.com/Documentation/Manual/HOWTO
-
ArtAssetBestPracticeGuide.html

Export/Import of assets

Guide for exporting models:

http://docs.unity3d.com/Documentation/Manual/HOWTO
-
exportFBX.html


Geometry

For models, the triangle count will be held as low as

possible.

There is vertex cap of 65000 in
Unity,
this should not be
an issue.

Models that are to be animated need
edge flow

optimized
for animation.

Textures

Textures shall be in the size of a power of 2. Example 256x256, 512x512, 1024x1024

Lighting

These will be done in Unity

Animations

Particles and effect
s

These will
be done in Unity