• Title/Summary/Keyword: 2D game

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The Study about Application of Animation 12 principles on 3D Mobile Game -With Game [Fly to The Music]- (3D Mobile Game에서의 Animation 12원칙 적용 사례 연구 -Game [Fly to The Music]을 중심으로-)

  • Kim Hyeon;Lee Nam-Kook
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.25-34
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    • 2006
  • Game and Animation are considered as two different fields. The definition of animation is 'moving picture' and game is a kind of animation which can be controlled by users. Actually, many principles of animation are applied to the production of games, and are even more emphasized in the mobile game contents which are becoming popular these days because of the characteristics of mobile devices such as small screen size. In this paper, we study on the application of the 12 principles of animation through the making of a mobile 3D game called 'Fly to the music' and that game is going to be serviced in late 2006 by SK Telecom. Moreover, we studied the differences between 3d mobile game animation and ordinary animation.

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Development of a 3-D Racing Game Using Java (Java를 이용한 3차원 레이싱 게임 개발)

  • Jeong, Gab-Joong;Jang, Jae-Won
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.627-630
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    • 2005
  • This paper describes the development of a racing game with three-dimensional computer graphics as one of web-based game contents. Client user using web can access and run java applet program with download of Java Bytecode with the independence of hardware system. It consists of graphic user interface module, initial space generation module, event handler module, and thread control module. It uses 2-D linked list data structure for the 3-D graphic objects that are located in three-dimensional space for high-speed object searching and sorting. It enhances the dynamic object moving and viewing in three-dimensional space. We can use the developed racing game to inform game users of information for an advertisement like tourism information, and can apply the proposed 3-D drawing technology to 3-D game graphic engine core.

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An Efficient Skinned-Mesh Process For Mobile 3D Game Engine (모바일 3D 게임 엔진을 위한 효율적인 스킨드 메시 처리)

  • Cho, Jong-Keun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.87-93
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    • 2008
  • The game engine has executed an application after making a mobile 3D game engine which is based on mobile 3D standard graphic API using openGL-ES so far. But, We could not do it satisfactorily that contents compatibility of various types as a various low-level's function is supported. At this point, This study introduce a mobile 3D game engine which is based on mobile 3D standard graphic API using JSR-184 that supporting a high-level's API more than openGL-ES and optimizing to Java environment on J2ME in the center of GSM phone. Also, We shows that the proposed skinned-mesh scheme for enhancing the process speed of a 3D object on JSR-184 engine. The experimental results are shown.

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D2D Utility Maximization in the Cellular System: Non Cooperative Game Theoretic Approach

  • Oh, Changyoon
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.7
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    • pp.79-85
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    • 2019
  • We investigate the D2D utility maximization in the cellular system. We focus on the non cooperative game theoretic approach to maximize the individual utility. Cellular system's perspective, interference from the D2D links must be limited to protect the cellular users. To accommodate this interference issue, utility function is first defined to control the individual D2D user's transmit power. More specifically, utility function includes the pricing which limits the individual D2D user's transmit power. Then, non cooperative power game is formulated to maximize the individual utility. Distributed algorithm is proposed to maximize the individual utility, while limiting the interference. Convergence of the proposed distributed algorithm is verified through computer simulation. Also the effect of pricing factor to SIR and interference is provided to show the performance of the proposed distributed algorithm.

Development of 2D Casual Game for Young Woman (젊은 여성을 위한 2차원 캐주얼 게임 개발)

  • Kim, SeokHun;Kim, Soo Kyun;Lee, Sara;Kim, HyoJoo;An, Syungog
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.323-324
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    • 2018
  • 본 논문에서는 UNITY3D 엔진을 사용하여 스마트폰에서 조작할 수 있는 2D 캐주얼 육성 게임을 설계하는 것을 목적으로 한다. UNITY3D 엔진을 사용하는 이유는 소량의 비용으로 멀티 플랫폼을 지원해주고, 한가지의 소스코드를 이용하여 다양한 플랫폼에서 사용할 수 있기 때문이다. 본 논문의 특징으로는 기존에 있는 육성게임에 캐주얼 게임을 더해 미니게임을 넣어서 장르간의 융합을 이루었고, 10대 20대의 여성, 반려동물을 좋아하는 사람들을 대상으로 하였고, 손쉬운 조작 방법과 아기자기한 강아지의 모습으로 게임을 설계한다.

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An Implementation of Mobile Game using JBox2D Physics Engine in Android Platform (안드로이드 플랫폼에서 JBox2D 물리 엔진을 이용한 모바일 게임구현)

  • Hwang, Ki-Tae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.6
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    • pp.119-126
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    • 2011
  • As a software component for computer game, the physics engine simulates objects' movement according to the laws of physics. This paper introduces a design and implementation of mobile game on the Android platform, where we used JBox2D physics engine library and Android graphics APIs. We borrowed the key idea of this game from Crayon Physics which is known as a famous PC game. This game starts with no way from user character to destination character. The game user has to make a way to destination character from user character by creating polygon objects between them. The user wins when user character meets destination character. However, the game user has to decide the time to create objects and their shapes well because all objects in this game are governed by the laws of physics. As an important thing of this paper, we introduced into this game new input methods of LCD touch and sensors embedded in mobile devices but not in PCs. Game users can create objects by drawing polygons with LCD touch and move objects or characters according to sensor values from accelerator sensors by tilting the mobile device.

Development of Hoseo 3D Online Game Engine (호서 3D 온라인 게임 엔진 개발 사례 연구)

  • Kim, Kyung-Sik;Chang, Hee-Dong;Choi, Sam-Ha;Park, Woo-Seung;Kang, Jong-Ho;Oh, Jeong-Heon
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.56-63
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    • 2003
  • This research is a result of the study of 3D online game engine supported by korea science foundation in third year. The 3D engine and server engine have been upgraded from those in second year. A demonstration game has been made using our engines. Source codes of our engines have been distributed to several research centers for analysis and evaluations. The methodology of game development using our engines is described as well as the efficiency of our engines. In this paper, features and performance of the proposed engines are described as well as the methodology of utilizing the engines.

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Design of Action Game Using Three-Dimensional Map and Interactions between In-Game Objects

  • Kim, Jin-Woong;Hur, Jee-Sic;Lee, Hyeong-Geun;Kwak, Ho-Young;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.12
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    • pp.85-92
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    • 2022
  • In this study, we aim to design an action game that increases the user experience. In order to increase the immersion of the game, the characteristics of the game used by the user were analyzed, and the systemic and visual characteristics of the game were designed with reference to each characteristic. The proposed method uses Unity 3D to implement an interaction system between objects in the game and is designed in a way that allows users to immerse themselves in the game. To induce immersion through the visual elements of the game, 2D objects and players are placed in a 3D space, and a 2D dynamic light shader is added. It is composed of inter-combat rules and monster behavior pattern collision detection and event detection. The proposed method contained the user experience with the implementation thesis, and showed the game's possibility of leading the user's affordance.

A Study on the Successful Strategy of 2D Masculine Games (2D 남성향 게임의 성공 전략에 관한 연구)

  • Lee, Seong-Hyeon;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.501-504
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    • 2020
  • 모바일 게임 시장에서 많은 게임들이 출시되고 있는 가운데 2D를 기반으로 한 게임들이 많이 출시가 되고는 있다. 하지만 과도한 성적 노출을 기반으로 한 게임이 늘고 있으며 기존 몇몇 게임마저 기존 유저를 만족시키기 위한 방법 중 하나로도 쓰이고 있는 상황이다. 본 논문에선 2D 남성향 모바일 게임들의 과도한 성적 표현을 지양하고 성공한 게임이 무엇이 있는지 알아보고, 게임들의 특징을 분석하고 그를 토대로 2D 남성향 게임의 성공 전략을 제시하고자 한다.

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A Study on the Effective Production of Game Weapons Using ZBrush

  • YunChao Yang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.397-402
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    • 2023
  • With the rapid adoption of 5G, the gaming industry has undergone significant innovation, with the quality of game content and player experience becoming the focal point of attention. ZBrush, as a professional digital sculpting software, plays a crucial role in the production of 3D game models. In this paper, we explore the application methods and techniques of ZBrush in game weapons production through specific case analyses. We provide a detailed analysis of two game weapon models, discussing the design and modeling process, lowto-high poly conversion, UV unwrapping and texture baking, material texture creation and optimization, and final rendering. By comparing the production process and analyzing the advantages and disadvantages of ZBrush, we establish a theoretical foundation for further design research and provide reference materials for game industry professionals, aiming to achieve higher quality and efficiency in 3D game model production.