THUNDER TACTICS
Oana Ciocan Paul Nechifor Tiberiu Pasat
Master of Software Engineer, Year I Faculty of Computer Science, "Al.I.Cuza" University, Iași
a MMO turn-based strategy game
THUNDER TACTICS a MMO turn-based strategy game Oana Ciocan Paul - - PowerPoint PPT Presentation
THUNDER TACTICS a MMO turn-based strategy game Oana Ciocan Paul Nechifor Tiberiu Pasat Master of Software Engineer, Year I Faculty of Computer Science, "Al.I.Cuza" University, Iai Description Create a strategy game that will combine
Oana Ciocan Paul Nechifor Tiberiu Pasat
Master of Software Engineer, Year I Faculty of Computer Science, "Al.I.Cuza" University, Iași
a MMO turn-based strategy game
Create a strategy game that will combine two different types of game. A MMORPG game and a turn based game. MMORPG characteristics: Users take the role of a character in the game's world. In this world players can find: shops, safe places, mobs and other players. In order to enter in game users will have to register first, and then login. Players can fight with other players and/or mobs. TBS characteristics: Arena mode fights: When a fight starts players will be moved to an arena and each player has his turn.
Description
State of the art
MMORPGs
State of the art
MMORPGs
State of the art
MMORPGs
... and of course list is long:
State of the art
MMORPGs
State of the art
TBSs
State of the art
TBSs
... and again list is very long:
State of the art
TBSs
Technologies used: WebGL
WebGL is a GPU-accelerated graphics library available on modern browsers without plugins. Quake III WebGL demo running at 60 FPS.
Technologies used: 3dsMax
Autodesk 3ds Max is a powerful, reliable, and accessible 3D modeling, animation, rendering, and compositing package. It's also a favorite among character animators and game artists. 3ds Max offers:
toolset
PhysX integration, viewport preview and rendering of HLSL, and normal map and light map generation
development
Technologies used: 3dsMax
In our project we used 3dsMax to create animations for our characters. Skeleton of a character
Technologies used: 3dsMax
All animations are made on skeleton. Each vertex from model will be deformed by a bone that has that vertex in range. Character model
Technologies used: 3dsMax
Skeleton attached to models
Technologies used: 3dsMax
Model deformed by skeleton on an attack position (skeleton is set to transparent)
Technologies used: L3DT & 3dsMax
The terrain of the world was generated using L3DT. Trees generated with a 3ds Max script.
Technologies used: other
○ a cross-browser JavaScript library/API for browser computer graphics using WebGL (and other technologies)
○ full-duplex communication with a browser
○ for creating the game map
Main components
Server (Business logic of the game)
○ WebSocket server ○ Threaded player proxy (through WebSocket conn.) ○ Fight mediator ○ AI module ○ Database storage module ○ Chat
Client
○ Provides a 3D user interface for the game ○ Cross platform (runs in browser)
ECore diagram: server
BPMN diagram: Fight mediator
Aspects: Profiler
I use a ConcurrentHashMap to store for every thread a HashMap
statistics associated with the method. When the server exists the results are written to a HTML page.
Aspects: Profiler
I use a ConcurrentHashMap to store for every thread a HashMap
statistics associated with the method. When the server exists the results are written to a HTML page.
Aspects: the rest
Questions?