3D world modelling and control for the Playstation Move controller

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Supervisor:
Dr. Kővári Bence András
Department of Automation and Applied Informatics

Nowadays the interest for videogames is growing fast. These games offer virtual worlds for the gamers to explore while having fun, escaping the daily routines. Although this heightened interest brings more and more expectations. Developing a game might be one of the most complex software development procedures. If a game wants to succeed it is necessary to have beautiful graphics, realistic physics and easy-to-learn game mechanics in it, furthermore the controls should be easy to use. In connection with this last topic, the Playstation Move motion sensor controller made a huge progress because it brought new opportunities for the games' control interface.

We (some other students and me) had been tracking the game industry for a long time and the Move had caught our interest so we started to develop our own game engine to create our own videogame with it which can be controlled by the Move.

I have gained a lot of knowledge and experience about the basics of game development in the past year. I focused my research and studies on the topic of game engines and 3d modeling.

In our work we expanded the OGRE rendering engine to create our own game engine. We implemented a control hierarchy with which the actors in the game can be controlled (e.g. the player can control a sword with the Move and for the enemies we created a simple artificial intelligence: the control logics' system). We integrated a physics engine in the game engine (PhysX). Finally, we implemented a module for events and a module for scripting the scenes in the game. We reached our goal: with our game engine we created a simple but fun game. My task was to implement the control hierarchy and the control logics for the entities in the engine.

I also studied 3d modeling for games: the modeling process itself (either theoretically and practically) and the parts of it; the modeling techniques, the creation of materials and textures, model conversion between modeling programs and our game engine and the basics of animation. With these knowledge I created the models, materials and textures for the entities in our game.

This document collects my experiences about these topics and I hope with my work I can help those who wants to learn more about them.

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