Supporting Information Document - Software Engineering | CSCI 577A, Study Guides, Projects, Research of Software Engineering

Material Type: Project; Class: Software Engineering; Subject: Computer Science; University: University of Southern California; Term: Fall 2006;

Typology: Study Guides, Projects, Research

Pre 2010

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SID_LCA_F06a_T05_v1.2 12/04/2006
Supporting Information Document (SID)
Team #5
SimVBSE Game Evolution Analysis
Arpitha Shetty Project Manager
Anuj Walia System Analyst
Bhavin Doshi System Analyst
Neha Sethi Logistics
Sapan Parekh Business Analyst
Sneha Matani
Ryan McAlinden Business Analyst
IV & V
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Supporting Information Document (SID)

Team

SimVBSE Game Evolution Analysis

Arpitha Shetty Project Manager

Anuj Walia System Analyst

Bhavin Doshi System Analyst

Neha Sethi Logistics

Sapan Parekh Business Analyst

Sneha Matani

Ryan McAlinden

Business Analyst

IV & V

SID_LCA_F06a_T05_v1.2 ii 12/04/

Version History

Date A u th o r Ver s ion C han g es m ad e R ati o nal e

10/23/06 Arpitha S hetty 1. 0 (^) • InitialC reation • LC O P ackage 11/18 /06 Bhavin D oshi 1. 1 (^) • C hanged R eferences • Based on LC O Package E valuation

12/04 /06 N eha S ethi 1. 2 (^) • C hanged Section 1. 2 •^ Version no ofthe docum ents changed

SID_LCA_F06a_T05_v1.1 iv 11/18/

List of Tables

Table 1: Document Tailoring ……………………………………………………………………………………………………

SID_LCA_F06a_T05_v1.1 v 11/18/

List of Figures

 B. Boehm and A. Jain, “SimVBSE: Developing a Game for Value Based Software Engineering”, Proceedings of the 19th Conference on Software Engineering Education & Training, Washington, 2005 [Paper Link]

 Boehm, B. and Huang, L. G. , “Value-Based Software Engineering: A Case Study”, 2003 [Paper Link]

 Institute for Creative Technologies Technical Report: ICT TR 06.2004; Integrating Architecture Project: Phase 1 Final Report

  • This is the link to the SimVBSE Game and Project Website. www.simvbse.com
  • The following link was referred for the evaluation of the Game Engines: http://www.devmaster.net/engines/

2. Glossary - OpenGL o OpenGL (Open Graphics Library) is a standard specification defining a cross- language cross-platform API for writing applications that produce 3D computer graphics (and 2D computer graphics as well). - OpenAL o OpenAL (Open Audio Library) is a cross-platform audio API. It is an open source alternative to Microsoft's DirectSound interface. It is designed for efficient rendering of multi channel three-dimensional positional audio. Its API style and conventions deliberately resemble that of OpenGL - Collision Detection o A constant drain on a 3D game engine, the systematic check to see if any intersections are occurring between significant polygons, such as a player's body and office wall. - Ragdoll physics o In computer game engines (or more specifically, physics engines), ragdoll physics are a type of procedural animation that is often used as a replacement for traditional static death animations. - Path Finding o It is the ability to design which route to take by the NPC’s. - Finite State Machine o A finite state machine is a model of behavior composed of states, transitions and actions. A state stores information about the past, i.e. it reflects the input changes from the system start to the present moment. A transition indicates a state change and is described by a condition that would need to be fulfilled to enable the transition. An action is a description of an activity that is to be performed at a given moment. For example, the ghosts in Pac Man are finite state machines. They can roam freely, chase the player, or evade the player. In each state they behave differently, and their transitions are determined by the player's actions. - Scripted AI o Scripted AI is where the AI mimics the actual turn of a human player that has been written as a 'script.' - Per Vertex Lighting o Per-vertex lighting calculates illumination at each vertex of a 3D model and then interpolates the resulting values to calculate the per-pixel color values.

  • Keyframe Animation o An animation sequence can be understood as a cycle with a beginning (the first frame) and end (the last frame) and everything in between. In order to build keyframe animations you define a set of so-called keyframes, i.e. specific critical moments in an animation cycle.
  • Skeletal Animation o Skeletal animation is a technique in computer animation, particularly in the animation of vertebrates, in which a character is represented in two parts: a surface representation used to draw the character (called the skin) and a hierarchical set of bones used for animation only (called the skeleton).
  • Morphing o The Morphing lets you change a shape from one form into another. You can apply this modifier only to objects with the same number of vertices.
  • Facial Animation o It is primarily an area of Computer Graphics that encapsulates models and techniques for generating images of human head and face.
  • Animation Blending o Skeletal meshes can blend various animations into one, this way a walking left and walking forward can be blended into a walking forward and left animation.
  • Motion Capture Playback o It is a technique for digitally recording movements for entertainment, sports and medical applications.
  • Lip Synching o It is a technical term for matching lip movements of characters with voice.
  • Skinning o Skinning is a process of setting up character’s geometry so that its skeleton can deform it. You skin a model by binding a skeleton to the geometry by a variety of skinning methods.
  • Poly Reduction o Reducing the number of polygons to maintain a good frame rate in 3D interactive programs.
  • Texture Reduction o It allows the low graphics setting to use more compressed textures and thereby improving performance on low-end systems.
  • Graphic Overlay o It is the ability to show one type of graphic on the top of the other based on the requirement of the game.
  • Character Rendering o The process of properly preparing characters for display is called character rendering. It is the transformation of 3D data by the engine into 2D frames for display on the computer screen.
  • GUI Rendering GUI Rendering o The process of displaying the GUI on the screen.
  • Multi-Texturing o Multi-texturing is the ability to apply two or more textures (most modern graphics cards can do 8 textures) to the same primitive in a single pass.
  • MipMapping o This process takes a texture and breaks it down into smaller pieces such as 1/2 the size, then 1/2 the size of that, and so on, so that different textures can be used at different distances from the texture. This helps the texture retain what its overall image should look like at different distances.
  • Bump Mapping o A process of rendering polygons that gives them an illusion of depth.
  • Volumetric Texturing o A texture that is described in three dimensions. It can be created as a "stack" of 2D bitmapped textures or as a 3D procedural texture. When an object with volumetric texture is sliced in half, the texture would still be rendered accurately on the inside.
  • Environment Mapping o This is a procedure where you take an entire scene and store it into a texture. You can then apply this texture to any object within your scene, giving the impression that you have a reflection of the surrounding environment on your texture.