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Today's goal:
to become familiar with the overall internal structure of a game.
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Technically, videogames are interactive real-time simulations with graphical displays and audio.
Video games are have a fairly natural decomposition into subcomponents
What does a game do?
“Outer loop” of a game, handles:
The “game kernel” can be structured in various ways:
| [color=green]Single-threaded, monolithic[/color] | [color=green]Multi-threaded, co-operative[/color]?coop | [color=green]Multi-threaded, pre-emptive[/color]?preemptive |
One of the most important aspects of game architecture is time.
Intro to Game Architecture Annotated Power Point slides by Jeff Ward
( Associate Programmer, Bethesda Game Studios). Last Update Feb. 2007; Jeff Ward was involved in the development of Oblivion.
Game Architecture A somewhat elderly article by Richard Bartle, well known for his work with virtual worlds.
Project Darkstar Game Architecture A few notes on the overall architecture of Sun's Darkstar Project.
Designer's Notebook: The Role of Architecture in Videogames (The Primary Function of Architecture in Games) By Ernest Adams, October 9, 2002 http://www.gamasutra.com/features/20021009/adams_02.htm
Designing and Integrating Puzzles in Action-Adventure Games By Pascal Luban, December 6 2002 http://www.gamasutra.com/view/feature/2917/designing_and_integrating_puzzles_.php
The Elder Scrolls IV: Oblivion (2005) [PC, Xbox 360] Developed by Bethesda, Published by Microsoft
Crawford, C. The Art of Computer Game Design, 1982. http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html
Parker, J. R. (2005). Start Your Engines: Developing Racing and Driving Games. Scotsdale, AZ: Paraglyph Press. http://www.paraglyphpress.com/startyourengines/ ; http://www.ucalgary.ca/~jparker/racinggames.html