Цифрова платформа: інформаційні технології в соціокультурній сфері (Jun 2018)

Some Aspects of Developing Video Games Using Methods of Computational Geometry

  • Olha Tkachenko,
  • Andriy Doroshenko

DOI
https://doi.org/10.31866/2617-796x.1.2018.147255
Journal volume & issue
Vol. 0, no. 1
pp. 57 – 66

Abstract

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The article deals with the general problems associated with the development of video games, in particular, the creation of a reliable system deformation game environment. The purpose of the article is to study and describe some possible solutions for optimizing the process of building and modifying video game objects that can be deformed in a two‐dimensional space. The main research methods are the methods of computational geometry over the external and internal contours of graphic objects of a video game. The article describes the process of creating a gaming world with a digital image, including the use of computer vision techniques – the removal of image contours. The problem of withdrawal of discrete objects of the image, which allows to represent these objects in the gaming environment, is considered. The contours should describe the object as accurately as possible, while it is necessary to ensure high performance of the collision detection system, for which optimization was performed to reduce the number of contour vertices while maintaining the detail of the object. The algorithm used for tracing contours based on the use of vector algebra is described. The novelty of the study is a modified contour tracing algorithm developed by the authors, which is based on the use of vector algebra and is distinguished by the correctness of finding external and internal contours with arbitrary input parameters. The main conclusions of the survey are the simplification in the creation and operation of the subsystem of the landscape deformation. The proposed modified algorithm for tracing the external contour provides a system for deforming the landscape. The results of using the contour tracing algorithm in the practical development of an interactive computer crossplatform video game are presented.

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