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Research in Games Technology at the ACRI
Games Technology Laboratory
In the ACRI Games Technology Laboratory there is a large
range of research projects underway and planned.
1. Open Game Development System
This is a completed pilot project to test the possibility
of coherent game development by developers who are spread
across the globe. All tools, game documents and assets are
centrally located and exposed through a web interface. The
tools and software are platform dependent and yet remote developers
can run them as if they were running on their local platform
even though it may not be a platform compatible with the game
tool software being used.
2. GT Tool Extensions
Tools are essential to game development work. The tools need
to integrate with the game engine and related software –
that is they should create assets that are compatible and
work with other software. The separate tools do a single function.
This makes them easier to update and they can be used in any
order similar to the Unix concept of system tools. Outputs
from one tool become inputs to other tools. The way tools
can be connected and used and the needs for new tools and
the way we use them is an area of study. Tools can always
be improved but we must avoid making them so complex that
their utility decreases. We have tools for building tiling
maps, tools for creating fractal horizons and 3D mountain
ranges, basic polygon design tools, animation testing tools,
tools for sound file generation by formula and tools for random
backdrop creation amongst many others.
3. Plug-in Audio Scripting Language
Game audio will need to become programmable – generated
within the game appropriate to the situation, rather than
being canned. A full-powered object oriented language with
the capabilities of C++ and integrable with C++ will be needed.
Research on this topic has been underway for 9 months already.
4. Higher Dimensional Geometric Algorithms using Geometric
Algebra
The transition from 2D games to 3D games has been a large
step with considerable change in the software libraries and
interfaces. 3D brought new algorithmic problems and processing
trade-offs for interactive game software. We are looking at
the transition to higher dimensions and new programming methodologies
beyond quaternions (such as multivectors) that will reduce
the complexity of multidimensional geometric algorithms and
computations.
5. New Approaches to PBC (Physically-Based Computing)
Computation of game physics has been exceedingly expensive
within games but it is needed for greater realism. We are
looking at new ways to deal with collision detection and collision
response that can reduce the relative demand on CPU time.
6. Next Generation GT Hardware Technology Support
Hardware is continually improving in speed. Graphics cards
have been improving in the polyhedral rendering paradigm.
However future machines may well employ interactive ray-tracing
which would make polygon engines processors obsolete. We have
been researching new space partitioning algorithms that will
assist future ray-tracing rendering technology. Additionally
we have research plans for true 3D hardware rendering systems.
In particular we have started research on computer generated
holographic animation systems.
7. Game Architectures and Language Structure Usage (Advanced
C++ Features)
We have been evaluating the new advanced C++ programming language
features for their usefulness in game software designs. Language
design, evaluation and implementation have always been corner
stones of Computer Science research. Software Engineering
is also now an established and mature research area in Computer
Science with particular implications for Game Architecture.
By applying these research results and principles of Computer
Science, we want to ensure that our students use the best
of the language for rapid high-end game development and avoid
the hasty development of games without a proper or indeed
any apparent architecture.
8. Comparative Game Engine Analysis and Design
Game Engines from low-end to high-end are becoming widely
available with new versions having significant improvements
over the previous versions. In this project we want to compare
technical features, ease of use, performance and limitations
of games engines. Some engines are more appropriate to low
memory systems and some are appropriate to high quality workstations.
We have also created our own high-end games engine (Ascent
3D) with real-time bump-mapping and shadow casting. This research
concerns the architectural design view of the engine code
with a view to modularity and mix-and-match engine construction.
9. Bringing Traditional CG Algorithms into GT
There are many algorithms in traditional Computer Graphics
that have not yet been brought into games because the processing
time has been prohibitive. We have been doing research on
testing and optimizing these algorithms for use in real-time
applications.
10. Bringing Traditional AI Algorithms into GT
There are many algorithms in traditional Artificial Intelligence
that have not yet been brought into games because the processing
time has been prohibitive. Examples of these are Natural Language
Processing and Generation, Neural Network simulations, Evolution
Strategies and Genetic Algorithms. We have been doing research
on modifying these algorithms so that they can be used to
good effect in games.
11. Component-based Approach to Game Building
The visual languages such as Visual Basic, Delphi and Borland
C++ Builder have shown how software GUI development can be
done more rapidly. True visual languages have no code editor
interface at all and simply connect icons together. This is
a powerful paradigm that can be used for game development
too. We are researching the development of Active Game Components
that can be placed and connected on a backdrop for fast level
design. These components represent game entities including
both moving and fixed entities.
12. New Realistic Graphics Effects
Special graphics such as mirages, fire, waterfalls, spray
and water surfaces have been already researched and made available
for game technologists. This research is never complete however
as various approximations of reality are always being improved
upon in striving for ever more realistic effects.
Information provided by Dr John R Rankin
Head of the ACRI Games Technology Laboratory
Department of Computer Science and Computer Engineering
La Trobe University
Bundoora, Australia 3086.
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