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State of the art

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THUNDER TACTICS

Oana Ciocan Paul Nechifor Tiberiu Pasat

Master of Software Engineer, Year I

Faculty of Computer Science, "Al.I.Cuza" University, Iași

a MMO turn-based strategy game

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Create a strategy game that will combine two different types of game. A MMORPG game and a turn based game.

MMORPG characteristics:

Users take the role of a character in the game's world. In this world players can find: shops, safe places, mobs and other players.

In order to enter in game users will have to register first, and then login.

Players can fight with other players and/or mobs.

TBS characteristics:

Arena mode fights:

When a fight starts players will be moved to an arena and each player has his turn.

Description

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● World of Warcraft

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MMORPGs

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● Lineage II

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MMORPGs

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● MuOnline

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MMORPGs

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... and of course list is long:

● Diablo

● Metin

● Star Wars: The Old Republic

● Guild Wars 2

● Dragon Quest X

● The Secret World

● Gods & Heroes: Rome Rising

● more on Wikipedia

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MMORPGs

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● Heroes of Might and Magic

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TBSs

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● King’s Bounty

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TBSs

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... and again list is very long:

● X-COM: Enemy Unknown

● Warbarons

● Endless Space

● Total War series

● more on Wikipedia

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TBSs

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Technologies used: WebGL

WebGL is a GPU-accelerated graphics library available on modern browsers without plugins.

Quake III WebGL demo running at 60 FPS.

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Technologies used: 3dsMax

Autodesk 3ds Max is a powerful, reliable, and accessible 3D modeling, animation, rendering, and compositing package. It's also a favorite among character animators and game artists. 3ds Max offers:

● Ready-to-use, template-based character rigging systems

● A comprehensive polygon modeling, UV editing, and texture painting toolset

● Extensible development environment with support for C++ and .NET

● Advanced hardware shader and dynamics capabilities, including NVIDIA PhysX integration, viewport preview and rendering of HLSL, and normal map and light map generation

● A vast community of experienced artists and developers to support game development

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Technologies used: 3dsMax

In our project we used 3dsMax to create animations for our characters.

Skeleton of a character

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Technologies used: 3dsMax

All animations are made on skeleton.

Each vertex from model will be deformed by a bone that has that vertex in range.

Character model

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Technologies used: 3dsMax

Skeleton attached to models

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Technologies used: 3dsMax

Model deformed by skeleton on an attack position (skeleton is set to transparent)

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Technologies used: L3DT & 3dsMax

The terrain of the world was generated using L3DT.

Trees generated with a 3ds Max script.

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Technologies used: other

● Three.js:

○ a cross-browser JavaScript library/API for browser computer graphics using WebGL (and other

technologies)

● WebSocket:

○ full-duplex communication with a browser

● L3DT - Large Terrain Generator

○ for creating the game map

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Main components

Server

(Business logic of the game)

○ WebSocket server

○ Threaded player proxy (through WebSocket conn.)

○ Fight mediator

○ AI module

○ Database storage module

○ Chat

Client

○ Provides a 3D user interface for the game

○ Cross platform (runs in browser)

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ECore diagram: server

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BPMN diagram: Fight mediator

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Aspects: Profiler

I use a ConcurrentHashMap to store for every thread a HashMap of all the methods it calls and the statistics associated with the

method.

When the server exists the results are written to a HTML page.

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Aspects: Profiler

I use a ConcurrentHashMap to store for every thread a HashMap of all the methods it calls and the statistics associated with the

method.

When the server exists the results are written to a HTML page.

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Aspects: the rest

● Message statistics

● SQL exception logger

● Chat message censor

● Message cache for common fight messages

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DEMO

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Questions?

Referințe

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