A Real-Time Strategy Game, ''GALLIPOLI WARS,'' as A Centennial Tribute to the Gallipoli Campaign (1915-2015)
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2017
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Abstract
The same authors had reported a review of game development processes and methodologies in an earlier paper. In that paper, game design elements, such as the players, story, rules, objectives, procedures, conflict, and challenge, and their effect over gameplay were treated. Technical components in that paper included the render engine and rendering pipeline (fixed function pipeline and flexible pipeline), physics engine and physics-related techniques (collision detection, raycasting, etc.), game codes (for game mechanics, artificial intelligence, scenario creation, and management) and artwork contents (game level, three-dimensional (3D) models, two-dimensional maps for shaders, skeletal animation, and audio assets) that form a game. Along with their development processes and approaches, all of these technical and artwork components are applied on a case problem and are summarized in this paper. The case problem considered is a small part of Gallipoli or Dardanelles Wars in Ottoman history, as a real-time 3D strategy game.
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''GALLIPOLI WARS'', Dardanelles wars, the Gallipoli Campaign real-time strategy game, three-dimensional computer game, software engineering