WO2007004805A1 - Game production system and method which uses script language - Google Patents
Game production system and method which uses script language Download PDFInfo
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- WO2007004805A1 WO2007004805A1 PCT/KR2006/002510 KR2006002510W WO2007004805A1 WO 2007004805 A1 WO2007004805 A1 WO 2007004805A1 KR 2006002510 W KR2006002510 W KR 2006002510W WO 2007004805 A1 WO2007004805 A1 WO 2007004805A1
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- Prior art keywords
- rendercontext
- rendering
- information
- visual
- game
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F8/00—Arrangements for software engineering
- G06F8/20—Software design
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6009—Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
Definitions
- the present invention relates to a game production method and system which enables a game production at a script level by utilizing all functions associated with the game production for a script language corresponding one-to-one to an object-oriented programming language.
- a high-level language such as the C programming language, which is widely used in a general game production, includes a plurality of complex grammars. Accordingly, a programming speed is significantly reduced.
- the use of the script language is limited to a simple function, for example, setting of a game environment or providing of game data. Accordingly, in the conventional game production, the script language does not support the entire game production, such as a low-level operation of the high- level language.
- the present invention provides a game production method and system which enables a game production at a script level by utilizing all the functions associated with the game production for a script language corresponding one-to-one to an object- oriented programming language.
- the present invention also provides a game production method and system which secures a rendering process of an optimal visual for a game producer's intention by rendering the visual using a RenderContext.
- the RenderContext is systematically converted into an object which is realized by a script language.
- the present invention also provides a game production method and system which can change a game engine structure associated with a game production with a simple script, and also can improve a development efficiency by using a script language in an operation which requires instant developments of a service code, an effect, and a user interface (UI) associated with the game production.
- a game production method and system which can change a game engine structure associated with a game production with a simple script, and also can improve a development efficiency by using a script language in an operation which requires instant developments of a service code, an effect, and a user interface (UI) associated with the game production.
- UI user interface
- a system for producing a game including: an input module inputting a RenderContext into a first object among at least one object which maintains realization condition information; a conversion module controlling the input module to input the RenderContext, which is converted in the first object based on the realization condition information, into a second object which is an upper layer; and a production tool module rendering a visual associated with the RenderContext by using the RenderContext which is converted into an object of a top layer, wherein the input module, the conversion module, and the production tool module are activated based on a script language corresponding to an object-oriented programming language.
- a method of producing a game including: inputting a RenderContext into a first object among at least one object which maintains realization condition information and has a hierarchical relation with each other; converting the RenderContext based on the realization condition information in the first object; inputting the converted RenderContext into a second object which is an upper layer; repeating the converting and the inputting the RenderContext into the second object until the RenderContext is inputted into an object of a top layer; and finally converting the RenderContext based on the realization condition information of the object of the top layer, and rendering a visual associated with the RenderContext by using the finally converted RenderContext, wherein each of the operations is performed based on a script language corresponding to an object-oriented programming language.
- FIG. 1 is a block diagram illustrating a game production system according to an embodiment of the present invention
- FIG. 2 is a diagram illustrating an example of converting RenderContext by using realization condition information in an object according to an embodiment of the present invention
- FIG. 3 is a flowchart illustrating an example of a script language corresponding to an object-oriented programming language according to an embodiment of the present invention
- FIG. 4 is a flowchart illustrating a game production method according to an embodiment of the present invention.
- an "object” used throughout the present specification converts a RenderContext to satisfy predetermined realization condition information.
- the RenderContext is associated with a rendering process of a visual.
- the realization condition information of the object may be arbitrarily set by a game producer which produces a game via the present system.
- the realization condition information may be set as processing capability information of a production tool module, rendering texture information, rendering brightness level information, rendering perspective information, and the like, by the game producer that considers a game genre, a production budget, performance of a production tool (hardware), and the like.
- the object may maintain a hierarchical structure between a plurality of objects.
- a RenderContext which is converted by using realization condition information of a particular object, may be inputted into an object of an upper layer in the hierarchical structure. Accordingly, when using the systematically converted RenderContext in each of the objects, a game production system according to the present invention may produce a game by rendering a visual associated with the RenderContext according to a game producer's desired level.
- the RenderContext designates information which is utilized for rendering the visual in a production tool module 130.
- the RenderContext may include rendering level information, rendering texture information, rendering brightness level information, rendering perspective information, and the like, with respect to the visual which is an image realization target.
- the production tool module 130 is directly associated with the game production.
- the object may activate converting of the RenderContext or inputting/outputting of the RenderContext, based on a script language corresponding to an object-oriented programming language, for example, C++.
- a script language corresponding to an object-oriented programming language for example, C++.
- the game production system 100 when rendering a visual which is an image realization target, the game production system 100 converts a RenderContext by using a script language corresponding to the conventional object-oriented programming language.
- the game production system 100 includes an input module 110, a conversion module 120, and a production tool module 130.
- the input module 110 inputs a RenderContext into a first object 140 among at least one object, for example, the first object 140 and a second object 150, which maintain realization condition information. Specifically, the input module 110 functions to select the first object 140, which is an object of a lower layer, from the at least one object having a hierarchical structure, and to input the RenderContext into the selected first object 140.
- the RenderContext designates information associated with rendering of the visual which is an image realization target. Also, the RenderContext is involved in rendering the visual to thereby realize indirect rendering of the visual. Specifically, the RenderContext includes information about how to realize the visual when realizing an image of the visual in a game. As an example, the RenderContext may include rendering level information, rendering texture information, rendering brightness level information, rendering perspective information, and the like, with respect to the visual, and thereby be involved in rendering the visual. Also, the RenderContext may be pre- generated by, for example, a visual generator associated with the visual. According to another embodiment of the present invention, the game production system 100 may render the visual by using an initially generated RenderContext by the visual generator, without a converting process in the first object 140 and the second object 150, which will be described later.
- the input module 110 may receive realization condition information associated with the conversion of the RenderContext, so that the visual may be rendered according to the game producer's desired level, and maintain the received realization condition information in each of the first object 140 and the second object 150.
- the realization condition information may be reference data to change the generated RenderContext by the visual generator according to the game producer's demand.
- the input module 110 maintains the rendering texture information, the rendering brightness level information, the rendering perspective information, the rendering level information, which is inputted by the game producer, and the like, in the first object 140 and the second object 150, as the realization condition information.
- RenderContext information is systematically converted by the realization condition information by synchronizing detailed information which is included in the RenderContext and the realization condition information.
- the present invention is not limited thereto.
- the game producer using the present invention may include information, which is different from the RenderContext information but is the game producer's desired information (for example, 3 -dimensional solid effect information which is not included in the RenderContext), into the realization condition information, and thereby display various types of effects of the visual.
- the conversion module 120 controls the input module 110 to input the RenderContext, which is converted in the first object 140 based on the realization condition information, into the second object 150 which is an upper layer. Specifically, the conversion module 120 controls the converted RenderContext in the first object 140 of the lower layer to be inputted into the second object 150 which has a hierarchical relation with the first object 140.
- the first object 140 and the second object 150 function to convert the RenderContext to satisfy a predetermined level (a game producer's desired level) when rendering the visual by using the realization condition information.
- the plurality of objects for example, the first object 140 and the second object 150, maintain a hierarchical structure where the first object 140 is a lower layer and the second object 150 is an upper layer.
- the present specification will be described by referring to the first object 140 as a technique, and the second object 150 as a phase.
- the first object 140, the technique includes processing capability information of the production tool module 130 as the realization condition information, and determines a rendering level of the visual via the RenderContext by considering the processing capability information.
- the technique may include the processing capability information as the realization condition information.
- the processing capability information is utilized for classifying a number of rendering frames into, for example, 'top : 50 frame/sec, middle : 30 frame/sec, and bottom : 15 frame/sec', according to the hardware performance of the production tool module 130.
- the technique via the input module 110, the conversion module 120 may determine an actual hardware performance of the production tool module 130 as a 'middle' level. Accordingly, the technique may convert the rendering level information of the RenderContext into 30 frame/sec corresponding to the 'middle' level.
- the second object 150 includes rendering texture information, rendering brightness level information, rendering perspective information, and the like, as the realization condition information, and determines an effect level of the RenderContext.
- the phase includes detailed rendering information of the visual as the realization condition information, and enables the visual to display a characteristic game effect in a game.
- the visual is realized by using the RenderContext which is converted according to the realization condition information.
- the second object 150 when the rendering brightness level information is a 'top' level as the realization condition information, the second object 150, which inputted the RenderContext, may convert the rendering bright level information of the RenderContext, so that a brightness, which can be adjusted in the production tool module 130, of an image realization of the visual, 'fire', may be rendered at a brightest level.
- FIG. 2 is a diagram illustrating an example of converting RenderContext by using realization condition information in an object according to an embodiment of the present invention.
- the first object 140 maintains rendering level information of the RenderContext according to processing capability information, i.e. the hardware performance of the production tool module 130, as the realization condition information.
- the conversion module 120 my input a RenderContext associated with rendering of a visual into the technique, and identify the processing capability of the production tool module 130 associated with a game production. Depending upon the identification, the production tool module 130 determines an optimal rendering level by referring to the realization condition information, and converts the RenderContext.
- the conversion module 120 may convert the rendering level information of the RenderContext into a lower level (a game producer's desired level) than a rendering level which is required by an initial visual generator. Also, the conversion module 120 may input the RenderContext, which is converted in the technique, into the phase which is the second object 150. The phase maintains detailed rendering information of the visual to be rendered, as the realization condition information. The conversion module 120 may control the RenderContext to be rendered in the technique by using the realization condition information.
- the phase converts the RenderContext so that the game producer's desired visual may be rendered in correspondence to the rendering level of the visual which is determined in the technique.
- the phase may maintain 'rough' for the rendering texture information, 'intermediate brightness' for the rendering brightness level information, and 'rendering only for a near-sight' for the rendering perspective information, and the like, as the realization condition information.
- the conversion module 120 may control the phase to convert the RenderContext with respect to the rendering texture information, the rendering brightness level information, and the rendering perspective information of the RenderContext by using the realization condition information described above.
- the production tool module 130 may realize an image of the visual according to the game producer's desired level.
- the image of the fire may be realized using a plurality of colors (effect determination).
- converting of the RenderContext or inputting/outputting of the RenderContext in the technique and the Phase may be activated, based on a script language which corresponds one-to-one to an object-oriented programming language, for example, C and C++.
- the script language may be a type of programming language which directly analyzes and activates an original source via a translator without compiling. Accordingly, when adding an additional function, disadvantages of the object-oriented programming language, which is the high-level language, may cause a delay due to, for example, operations within a standard scope which is predetermined by a complex grammar. Also, a programming speed itself may be very slow. Accordingly, the script language was proposed to overcome the above-described disadvantages.
- the game production system 100 may utilize the script language for the game production, so that a grammatical correlation of existing C++ may be maintained.
- the script language corresponds one-to-one to all the functions of C++. Examples of the script language include JavaScript, Visual Basic Script (VBScript), Python, Lua, and the like.
- the production tool module 130 functions to render the visual associated with the RenderContext by using the RenderContext which is converted in an object of a top layer. Specifically, the production tool module 130 renders the visual according to, for example, a rendering command signal which is generated by the script language.
- the production tool module 130 may sequentially perform a development process, a testing process, and a modification process by using the script language. Accordingly, in comparison with the conventional method using the conventional C++, the visual may be promptly rendered within a significantly shortened time.
- the production tool module 130 may improve a development efficiency by utilizing the script language for an operation which requires an instant immediate results, such as a user interface (UI), an effect, a service code associated with the game production, and the like.
- UI user interface
- the production tool module 130 renders the visual by using the RenderContext which is systematically converted in the plurality of objects, for example, the first object 140 and the second object 150, but the present invention is not limited thereto. Namely, the visual may be rendered in real time as according to the RenderContext which is randomly converted in the first object 140 and the second object 150.
- the production tool module 130 renders the visual by using the RenderContext which is converted in at least one object, for example, the first object 140 and the second object 150. Accordingly, the image of the visual may be realized according to the game producer's desired level. Also, since all the programming operations associated with the game production are performed based on the script language, a comparatively short time may be spent for the programming, and the game production may be easily completed. Accordingly, a game development efficiency may be improved.
- a script language corresponding to an object-oriented programming language will be described with reference to FIG. 3.
- FIG. 3 is a flowchart illustrating an example of a script language corresponding to an object-oriented programming language according to an embodiment of the present invention.
- the game production system 100 realizes the first object 140 and the second object 150 by using the object-oriented programming language.
- Operation S310 is a process of realizing the first object 140 and the second object 150 by using the conventional C++.
- Operation S320 is a process of modifying the header file of C++ into a format which can be recognized in a corresponding script language.
- the header file may designate a function which defines a particular variable or a constant in program code.
- the header file may include ⁇ stdio.h> which has function information about an input/output, ⁇ stdlib.h> which has information about a frequently utilized function, and the like.
- the game production system 100 modifies the header file of C++ into the format that can be recognized in the script language (for example, Lua).
- Operation S330 the game production system 100 generates wrapper information by using the modified header file.
- Operation S330 is a process of generating the wrapper information into the format which can be recognized in the script language, for example, Lua.
- Operation S340 the game production system 100 makes the script language correspond to the object-oriented programming language based on the generated wrapper information.
- Operation S340 is a process of making the high level language, e.g. C++, correspond one-to-one to the script language, e.g. Lua, by using the wrapper information as medium information.
- the script language corresponding one-to-one to the high level language e.g. C++
- the high level language e.g. C++
- FIG. 4 is a flowchart illustrating a game production method according to an embodiment of the present invention.
- the game production method may be performed by the game production system 100 as described above.
- operation S410 the game production system 100 inputs a RenderContext into the first object 140 among at least one object, for example, the first object 140 and the second object 150, which maintain realization condition information and have a hierarchical relation with each other.
- Operation S410 is a process of inputting the
- RenderContext associated with rendering of a visual, which is an image realization target, into the first object 140 the technique, which includes processing capability information of the production tool module 130 as the realization condition information.
- all the operations associated with the game production such as realization of the first object 140 and the second object 150, and a signal processing in the first object 140 and the second object 150, may be performed based on the script language which corresponds one-to-one to the object-oriented programming language.
- operation S420 the game production system 100 converts the RenderContext based on the realization condition information in the first object (converting operation).
- Operation S420 is a process of determining a rendering level of the inputted RenderContext by using the realization condition information which is included in the technique.
- the game production system 100 performs a converting process with respect to the rendering level information of the RenderContext by considering the processing capability information of the production tool module 130.
- the game production system 100 operates the rendering level of the visual, in proportion to the hardware performance of the production tool module 130 which is directly associated with the rendering of the visual.
- Operation S430 the game production system 100 inputs the converted RenderContext into the second object 150 which is an upper layer (progressing operation).
- Operation S430 is a process of performing the converting process with respect to the rendering level information of the RenderContext in the technique, and inputting the RenderContext into the second object 150 which is an upper layer, higher than the technique, so that the converting process with respect to other information may be performed in correspondence to the converted rendering level.
- operation S440 the game production system 100 repeats the converting operation and the progressing operation until the RenderContext is inputted into an object of a top layer.
- Operation S440 is a process of converting the inputted RenderContext by using the realization condition information which is included in the corresponding object, and inputting the converted RenderContext into the object of the upper layer.
- the second object 150, the phase corresponds to the top layer.
- the game production system 100 converts the RenderContext, which is inputted into the phase, by considering the rendering texture information, the rendering brightness level information, the rendering perspective information, and the like, corresponding to the realization condition information, and thereby, determines an effect level.
- the rendering information designates a degree of smoothness or roughness of the rendered visual
- the rendering brightness level information designates information of a brightness or darkness of the rendered visual
- the rendering perspective information designates how far or near the rendered visual is away from a user's viewpoint.
- the second object 150 is the top layer, but the present invention is not limited thereto.
- the conversion operation and the progressing operation may be repeated. Accordingly, the RenderContext may be converted so that the visual may be rendered according to the game producer's desired level.
- operation S450 the game production system 100 finally converts the RenderContext based on the realization condition information of the object of the top layer, and renders a visual associated with the RenderContext by using the finally converted RenderContext.
- Operation S450 is a process of indirectly rendering the visual by using the RenderContext. Specifically, in operation S450, the game production system 100 renders the visual by using the converted RenderContext corresponding to the game producer's desired level.
- Each operation of the game production system 100 (including the rendering of the visual) is performed based on the script language which corresponds one-to-one to the object-oriented programming language.
- the game production system 100 may include a helper function.
- the helper function registers a Lua function, a script language, for processing a C++ event, and facilitates an information exchange between C++ and the script language.
- the game production method may be recorded in computer-readable media including program instructions to implement various operations embodied by a computer.
- the media may also include, alone or in combination with the program instructions, data files, data structures, and the like.
- Examples of computer-readable media include magnetic media such as hard disks, floppy disks, and magnetic tape; optical media such as CD ROM disks and DVD; magneto-optical media such as optical disks; and hardware devices that are specially configured to store and perform program instructions, such as read-only memory (ROM), random access memory (RAM), flash memory, and the like.
- the media may also be a transmission medium such as optical or metallic lines, wave guides, etc. including a carrier wave transmitting signals specifying the program instructions, data structures, etc.
- Examples of program instructions include both machine code, such as produced by a compiler, and files containing higher level code that may be executed by the computer using an interpreter.
- the described hardware devices may be configured to act as one or more software modules in order to perform the operations of the above-described embodiments of the present invention.
- a game production method and system which enables a game production at a script level by utilizing all the functions associated with the game production for a script language corresponding one- to-one to an object-oriented programming language.
- a game production method and system which secures a rendering process of an optimal visual for a game producer's intention by rendering the visual using a RenderContext.
- the RenderContext is systematically converted into an object which is realized by a script language.
- a game production method and system which can change a game engine structure associated with a game production with a simple script, and also can improve a development efficiency by using a script language in an operation which requires instant developments of a service code, an effect, and a user interface (UI) associated with the game production.
- UI user interface
Abstract
A system and method for producing a game, including: an input module inputting a RenderContext into a first object among at least one object which maintains realization condition information; a conversion module controlling the input module to input the RenderContext, which is converted in the first object based on the realization condition information, into a second object which is an upper layer; and a production tool module rendering a visual associated with the RenderContext by using the RenderContext which is converted into an object of a top layer, wherein the input module, the conversion module, and the production tool module are activated based on a script language corresponding to an object-oriented programming language is provided.
Description
GAME PRODUCTION SYSTEM AND METHOD WHICH USES SCRIPT
LANGUAGE
Technical Field The present invention relates to a game production method and system which enables a game production at a script level by utilizing all functions associated with the game production for a script language corresponding one-to-one to an object-oriented programming language.
Background Art
A high-level language, such as the C programming language, which is widely used in a general game production, includes a plurality of complex grammars. Accordingly, a programming speed is significantly reduced.
Also, when programming a game in a web environment, which has recently become a major operation environment, by using the high-level language, great amounts of time and a programmer's efforts are required. Particularly, when producing a game, programming, such as database programming, Extensible Markup Language (XML) programming, and the like, by using the high-level language, the programmer needs a great amount of processing time. To diminish the disadvantage of the high-level language as described above, a game engine associated with the game production is embedded with a portion of a script language, and utilizes the script language to a limited extent. Accordingly, the programming time may be reduced and the programmer's efforts may be eased.
However, in the conventional game production, the use of the script language is limited to a simple function, for example, setting of a game environment or providing of game data. Accordingly, in the conventional game production, the script language does not support the entire game production, such as a low-level operation of the high- level language.
Accordingly, when using a script language, which can maintain a grammatical correlation of the high-level language and also can quickly process an operation in various types of operation environments, for complete game production, operation hours of programming may be significantly reduced, and the programmer's efforts may
be eased. Accordingly, an optimal game development environment may be provided.
Disclosure of Invention
Technical Goals The present invention provides a game production method and system which enables a game production at a script level by utilizing all the functions associated with the game production for a script language corresponding one-to-one to an object- oriented programming language.
The present invention also provides a game production method and system which secures a rendering process of an optimal visual for a game producer's intention by rendering the visual using a RenderContext. The RenderContext is systematically converted into an object which is realized by a script language.
The present invention also provides a game production method and system which can change a game engine structure associated with a game production with a simple script, and also can improve a development efficiency by using a script language in an operation which requires instant developments of a service code, an effect, and a user interface (UI) associated with the game production.
Technical solutions According to an aspect of the present invention, there is provided a system for producing a game, the system including: an input module inputting a RenderContext into a first object among at least one object which maintains realization condition information; a conversion module controlling the input module to input the RenderContext, which is converted in the first object based on the realization condition information, into a second object which is an upper layer; and a production tool module rendering a visual associated with the RenderContext by using the RenderContext which is converted into an object of a top layer, wherein the input module, the conversion module, and the production tool module are activated based on a script language corresponding to an object-oriented programming language. According to another aspect of the present invention, there is provided a method of producing a game, the method including: inputting a RenderContext into a first object among at least one object which maintains realization condition information
and has a hierarchical relation with each other; converting the RenderContext based on the realization condition information in the first object; inputting the converted RenderContext into a second object which is an upper layer; repeating the converting and the inputting the RenderContext into the second object until the RenderContext is inputted into an object of a top layer; and finally converting the RenderContext based on the realization condition information of the object of the top layer, and rendering a visual associated with the RenderContext by using the finally converted RenderContext, wherein each of the operations is performed based on a script language corresponding to an object-oriented programming language.
Brief Description of Drawings
FIG. 1 is a block diagram illustrating a game production system according to an embodiment of the present invention;
FIG. 2 is a diagram illustrating an example of converting RenderContext by using realization condition information in an object according to an embodiment of the present invention;
FIG. 3 is a flowchart illustrating an example of a script language corresponding to an object-oriented programming language according to an embodiment of the present invention; and FIG. 4 is a flowchart illustrating a game production method according to an embodiment of the present invention.
Best Mode for Carrying Out the Invention
Reference will now be made in detail to embodiments of the present invention, examples of which are illustrated in the accompanying drawings, wherein like reference numerals refer to the like elements throughout. The embodiments are described below in order to explain the present invention by referring to the figures.
An "object" used throughout the present specification converts a RenderContext to satisfy predetermined realization condition information. Here, the RenderContext is associated with a rendering process of a visual. Also, the realization condition information of the object may be arbitrarily set by a game producer which produces a game via the present system. As an example, the realization condition information
may be set as processing capability information of a production tool module, rendering texture information, rendering brightness level information, rendering perspective information, and the like, by the game producer that considers a game genre, a production budget, performance of a production tool (hardware), and the like. The object may maintain a hierarchical structure between a plurality of objects.
A RenderContext, which is converted by using realization condition information of a particular object, may be inputted into an object of an upper layer in the hierarchical structure. Accordingly, when using the systematically converted RenderContext in each of the objects, a game production system according to the present invention may produce a game by rendering a visual associated with the RenderContext according to a game producer's desired level. Here, the RenderContext designates information which is utilized for rendering the visual in a production tool module 130. The RenderContext may include rendering level information, rendering texture information, rendering brightness level information, rendering perspective information, and the like, with respect to the visual which is an image realization target. Here, the production tool module 130 is directly associated with the game production.
Also, in the present specification, the object may activate converting of the RenderContext or inputting/outputting of the RenderContext, based on a script language corresponding to an object-oriented programming language, for example, C++. As described above, according to the present invention, it is possible to improve a game production efficiency by using a quickly corresponding script language rather than a conventional object-oriented programming language, when producing a game. Hereinafter, a configuration of a game production system 100 according to an embodiment of the present invention will be described with reference to FIG. 1. FIG. 1 is a block diagram illustrating a game production system 100 according to an embodiment of the present invention.
In a game production, when rendering a visual which is an image realization target, the game production system 100 converts a RenderContext by using a script language corresponding to the conventional object-oriented programming language. In this case, the game production system 100 includes an input module 110, a conversion module 120, and a production tool module 130.
The input module 110 inputs a RenderContext into a first object 140 among at
least one object, for example, the first object 140 and a second object 150, which maintain realization condition information. Specifically, the input module 110 functions to select the first object 140, which is an object of a lower layer, from the at least one object having a hierarchical structure, and to input the RenderContext into the selected first object 140.
Here, the RenderContext designates information associated with rendering of the visual which is an image realization target. Also, the RenderContext is involved in rendering the visual to thereby realize indirect rendering of the visual. Specifically, the RenderContext includes information about how to realize the visual when realizing an image of the visual in a game. As an example, the RenderContext may include rendering level information, rendering texture information, rendering brightness level information, rendering perspective information, and the like, with respect to the visual, and thereby be involved in rendering the visual. Also, the RenderContext may be pre- generated by, for example, a visual generator associated with the visual. According to another embodiment of the present invention, the game production system 100 may render the visual by using an initially generated RenderContext by the visual generator, without a converting process in the first object 140 and the second object 150, which will be described later.
Also, the input module 110 may receive realization condition information associated with the conversion of the RenderContext, so that the visual may be rendered according to the game producer's desired level, and maintain the received realization condition information in each of the first object 140 and the second object 150. Here, the realization condition information may be reference data to change the generated RenderContext by the visual generator according to the game producer's demand. The input module 110 maintains the rendering texture information, the rendering brightness level information, the rendering perspective information, the rendering level information, which is inputted by the game producer, and the like, in the first object 140 and the second object 150, as the realization condition information.
In the present specification, it has been described above that RenderContext information is systematically converted by the realization condition information by synchronizing detailed information which is included in the RenderContext and the realization condition information. However, the present invention is not limited
thereto. As an example, the game producer using the present invention may include information, which is different from the RenderContext information but is the game producer's desired information (for example, 3 -dimensional solid effect information which is not included in the RenderContext), into the realization condition information, and thereby display various types of effects of the visual.
The conversion module 120 controls the input module 110 to input the RenderContext, which is converted in the first object 140 based on the realization condition information, into the second object 150 which is an upper layer. Specifically, the conversion module 120 controls the converted RenderContext in the first object 140 of the lower layer to be inputted into the second object 150 which has a hierarchical relation with the first object 140.
As described above, the first object 140 and the second object 150 function to convert the RenderContext to satisfy a predetermined level (a game producer's desired level) when rendering the visual by using the realization condition information. Also, the plurality of objects, for example, the first object 140 and the second object 150, maintain a hierarchical structure where the first object 140 is a lower layer and the second object 150 is an upper layer. Hereinafter, the present specification will be described by referring to the first object 140 as a technique, and the second object 150 as a phase. The first object 140, the technique, includes processing capability information of the production tool module 130 as the realization condition information, and determines a rendering level of the visual via the RenderContext by considering the processing capability information. Specifically, since the rendering level of the visual interoperates with a hardware performance of the production tool module 130 in the technique, an optimal rendering process for a game production environment may be performed. As an example, the technique may include the processing capability information as the realization condition information. Here, the processing capability information is utilized for classifying a number of rendering frames into, for example, 'top : 50 frame/sec, middle : 30 frame/sec, and bottom : 15 frame/sec', according to the hardware performance of the production tool module 130. When the RenderContext is inputted into the first object 140, the technique, via the input module 110, the conversion module 120 may determine an actual hardware performance of the
production tool module 130 as a 'middle' level. Accordingly, the technique may convert the rendering level information of the RenderContext into 30 frame/sec corresponding to the 'middle' level.
The second object 150, the phase, includes rendering texture information, rendering brightness level information, rendering perspective information, and the like, as the realization condition information, and determines an effect level of the RenderContext. Specifically, the phase includes detailed rendering information of the visual as the realization condition information, and enables the visual to display a characteristic game effect in a game. Here, the visual is realized by using the RenderContext which is converted according to the realization condition information. As an example, when the rendering brightness level information is a 'top' level as the realization condition information, the second object 150, which inputted the RenderContext, may convert the rendering bright level information of the RenderContext, so that a brightness, which can be adjusted in the production tool module 130, of an image realization of the visual, 'fire', may be rendered at a brightest level.
As described above, according to the present invention, it is possible to secure a rendering process of an optimal visual of a game producer's intention by using the RenderContext which is systematically converted in the first object 140 and the second object 150.
Also, according to the present invention, it is possible to improve a development efficiency of a game production by converting the RenderContext in the first object 140 and the second object 150, and rendering the visual using the converted RenderContext, based on the script language corresponding to the object-oriented programming language.
FIG. 2 is a diagram illustrating an example of converting RenderContext by using realization condition information in an object according to an embodiment of the present invention.
The first object 140, the technique, maintains rendering level information of the RenderContext according to processing capability information, i.e. the hardware performance of the production tool module 130, as the realization condition information. The conversion module 120 my input a RenderContext associated with rendering of a
visual into the technique, and identify the processing capability of the production tool module 130 associated with a game production. Depending upon the identification, the production tool module 130 determines an optimal rendering level by referring to the realization condition information, and converts the RenderContext. As an example, when the rendering level information of the RenderContext is a 'top' level, and the hardware performance of the production tool module 130 is a 'middle' level, the conversion module 120 may convert the rendering level information of the RenderContext into a lower level (a game producer's desired level) than a rendering level which is required by an initial visual generator. Also, the conversion module 120 may input the RenderContext, which is converted in the technique, into the phase which is the second object 150. The phase maintains detailed rendering information of the visual to be rendered, as the realization condition information. The conversion module 120 may control the RenderContext to be rendered in the technique by using the realization condition information. Specifically, the phase converts the RenderContext so that the game producer's desired visual may be rendered in correspondence to the rendering level of the visual which is determined in the technique. As an example, as described above, when the rendering level is determined as the 'middle' level, and the hardware performance of the production tool module 130 is the 'middle' level, the phase may maintain 'rough' for the rendering texture information, 'intermediate brightness' for the rendering brightness level information, and 'rendering only for a near-sight' for the rendering perspective information, and the like, as the realization condition information. The conversion module 120 may control the phase to convert the RenderContext with respect to the rendering texture information, the rendering brightness level information, and the rendering perspective information of the RenderContext by using the realization condition information described above.
When the visual is rendered by using the RenderContext which is converted by the technique and the phase, the production tool module 130 may realize an image of the visual according to the game producer's desired level. As an example, although 'inserting a dual color of a fire' is initially not considered by a visual generator, it may be maintained in the phase as the realization condition information according to the game producer's demand. As shown in FIG. 2, when rendering the visual via the production
tool module 130, the image of the fire may be realized using a plurality of colors (effect determination).
Specifically, converting of the RenderContext or inputting/outputting of the RenderContext in the technique and the Phase may be activated, based on a script language which corresponds one-to-one to an object-oriented programming language, for example, C and C++. Here, the script language may be a type of programming language which directly analyzes and activates an original source via a translator without compiling. Accordingly, when adding an additional function, disadvantages of the object-oriented programming language, which is the high-level language, may cause a delay due to, for example, operations within a standard scope which is predetermined by a complex grammar. Also, a programming speed itself may be very slow. Accordingly, the script language was proposed to overcome the above-described disadvantages. When programming a game in a web environment by using C++ which is a representative language among the object-oriented programming languages, a significantly great amount of time and efforts may be required for the game producer. Accordingly, the game production system 100 according to the present invention may utilize the script language for the game production, so that a grammatical correlation of existing C++ may be maintained. Here, the script language corresponds one-to-one to all the functions of C++. Examples of the script language include JavaScript, Visual Basic Script (VBScript), Python, Lua, and the like.
The production tool module 130 functions to render the visual associated with the RenderContext by using the RenderContext which is converted in an object of a top layer. Specifically, the production tool module 130 renders the visual according to, for example, a rendering command signal which is generated by the script language. When rendering the visual, the production tool module 130 may sequentially perform a development process, a testing process, and a modification process by using the script language. Accordingly, in comparison with the conventional method using the conventional C++, the visual may be promptly rendered within a significantly shortened time. Also, the production tool module 130 may improve a development efficiency by utilizing the script language for an operation which requires an instant immediate results, such as a user interface (UI), an effect, a service code associated with the game production, and the like.
In the present specification, the production tool module 130 renders the visual by using the RenderContext which is systematically converted in the plurality of objects, for example, the first object 140 and the second object 150, but the present invention is not limited thereto. Namely, the visual may be rendered in real time as according to the RenderContext which is randomly converted in the first object 140 and the second object 150.
As described above, the production tool module 130 renders the visual by using the RenderContext which is converted in at least one object, for example, the first object 140 and the second object 150. Accordingly, the image of the visual may be realized according to the game producer's desired level. Also, since all the programming operations associated with the game production are performed based on the script language, a comparatively short time may be spent for the programming, and the game production may be easily completed. Accordingly, a game development efficiency may be improved. Hereinafter, a script language corresponding to an object-oriented programming language will be described with reference to FIG. 3.
FIG. 3 is a flowchart illustrating an example of a script language corresponding to an object-oriented programming language according to an embodiment of the present invention. In operation S310, the game production system 100 realizes the first object 140 and the second object 150 by using the object-oriented programming language. Operation S310 is a process of realizing the first object 140 and the second object 150 by using the conventional C++.
In operation S320, the game production system 100 modifies a header file of the realized first object 140 and the second object 150. Operation S320 is a process of modifying the header file of C++ into a format which can be recognized in a corresponding script language. Here, the header file may designate a function which defines a particular variable or a constant in program code. As an example, the header file may include <stdio.h> which has function information about an input/output, <stdlib.h> which has information about a frequently utilized function, and the like. Specifically, in operation S320, the game production system 100 modifies the header file of C++ into the format that can be recognized in the script language (for example,
Lua).
In operation S330, the game production system 100 generates wrapper information by using the modified header file. Operation S330 is a process of generating the wrapper information into the format which can be recognized in the script language, for example, Lua.
In operation S340, the game production system 100 makes the script language correspond to the object-oriented programming language based on the generated wrapper information. Operation S340 is a process of making the high level language, e.g. C++, correspond one-to-one to the script language, e.g. Lua, by using the wrapper information as medium information.
As described above, according to the present invention, the script language corresponding one-to-one to the high level language, e.g. C++, is utilized even in a complex low-level operation which requires a great amount of development time for programming associated with the conventional game production. Accordingly, the game production may be easily performed in a comparatively short time. Also, a development efficiency may be improved.
Hereinafter, operations of the game production system 100 according to an embodiment of the present invention will be described.
FIG. 4 is a flowchart illustrating a game production method according to an embodiment of the present invention.
The game production method may be performed by the game production system 100 as described above.
In operation S410, the game production system 100 inputs a RenderContext into the first object 140 among at least one object, for example, the first object 140 and the second object 150, which maintain realization condition information and have a hierarchical relation with each other. Operation S410 is a process of inputting the
RenderContext associated with rendering of a visual, which is an image realization target, into the first object 140, the technique, which includes processing capability information of the production tool module 130 as the realization condition information. Here, all the operations associated with the game production, such as realization of the first object 140 and the second object 150, and a signal processing in the first object 140 and the second object 150, may be performed based on the script language which
corresponds one-to-one to the object-oriented programming language.
In operation S420, the game production system 100 converts the RenderContext based on the realization condition information in the first object (converting operation). Operation S420 is a process of determining a rendering level of the inputted RenderContext by using the realization condition information which is included in the technique. In operation S420, the game production system 100 performs a converting process with respect to the rendering level information of the RenderContext by considering the processing capability information of the production tool module 130. Specifically, in operation S420, the game production system 100 operates the rendering level of the visual, in proportion to the hardware performance of the production tool module 130 which is directly associated with the rendering of the visual.
In operation S430, the game production system 100 inputs the converted RenderContext into the second object 150 which is an upper layer (progressing operation). Operation S430 is a process of performing the converting process with respect to the rendering level information of the RenderContext in the technique, and inputting the RenderContext into the second object 150 which is an upper layer, higher than the technique, so that the converting process with respect to other information may be performed in correspondence to the converted rendering level.
In operation S440, the game production system 100 repeats the converting operation and the progressing operation until the RenderContext is inputted into an object of a top layer. Operation S440 is a process of converting the inputted RenderContext by using the realization condition information which is included in the corresponding object, and inputting the converted RenderContext into the object of the upper layer. In the present specification, for convenience for description, it is assumed that the second object 150, the phase, corresponds to the top layer. Specifically, in operation S440, the game production system 100 converts the RenderContext, which is inputted into the phase, by considering the rendering texture information, the rendering brightness level information, the rendering perspective information, and the like, corresponding to the realization condition information, and thereby, determines an effect level. Here, the rendering information designates a degree of smoothness or roughness of the rendered visual, the rendering brightness level information designates information of a brightness or darkness of the rendered visual, and the rendering perspective
information designates how far or near the rendered visual is away from a user's viewpoint.
In the present specification, the second object 150 is the top layer, but the present invention is not limited thereto. When the game producer desires to realize a great number of objects depending upon circumstances, the conversion operation and the progressing operation may be repeated. Accordingly, the RenderContext may be converted so that the visual may be rendered according to the game producer's desired level.
In operation S450, the game production system 100 finally converts the RenderContext based on the realization condition information of the object of the top layer, and renders a visual associated with the RenderContext by using the finally converted RenderContext. Operation S450 is a process of indirectly rendering the visual by using the RenderContext. Specifically, in operation S450, the game production system 100 renders the visual by using the converted RenderContext corresponding to the game producer's desired level.
Each operation of the game production system 100 (including the rendering of the visual) is performed based on the script language which corresponds one-to-one to the object-oriented programming language.
For this, the game production system 100 may include a helper function. The helper function registers a Lua function, a script language, for processing a C++ event, and facilitates an information exchange between C++ and the script language.
As described above, according to the present invention, it is possible to change a game engine structure associated with a game production with a simple script, and also improve a development efficiency by using a script language in an operation which requires instant developments of a service code, an effect, and a UI associated with the game production.
The game production method according to the above-described embodiment of the present invention may be recorded in computer-readable media including program instructions to implement various operations embodied by a computer. The media may also include, alone or in combination with the program instructions, data files, data structures, and the like. Examples of computer-readable media include magnetic media such as hard disks, floppy disks, and magnetic tape; optical media such
as CD ROM disks and DVD; magneto-optical media such as optical disks; and hardware devices that are specially configured to store and perform program instructions, such as read-only memory (ROM), random access memory (RAM), flash memory, and the like. The media may also be a transmission medium such as optical or metallic lines, wave guides, etc. including a carrier wave transmitting signals specifying the program instructions, data structures, etc. Examples of program instructions include both machine code, such as produced by a compiler, and files containing higher level code that may be executed by the computer using an interpreter. The described hardware devices may be configured to act as one or more software modules in order to perform the operations of the above-described embodiments of the present invention.
Although a few embodiments of the present invention have been shown and described, the present invention is not limited to the described embodiments. Instead, it would be appreciated by those skilled in the art that changes may be made to these embodiments without departing from the principles and spirit of the invention, the scope of which is defined by the claims and their equivalents.
Industrial Applicability
According to the present invention, there is provided a game production method and system which enables a game production at a script level by utilizing all the functions associated with the game production for a script language corresponding one- to-one to an object-oriented programming language.
Also, according to the present invention, there is provided a game production method and system which secures a rendering process of an optimal visual for a game producer's intention by rendering the visual using a RenderContext. The RenderContext is systematically converted into an object which is realized by a script language.
Also, according to the present invention, there is provided a game production method and system which can change a game engine structure associated with a game production with a simple script, and also can improve a development efficiency by using a script language in an operation which requires instant developments of a service code, an effect, and a user interface (UI) associated with the game production.
Claims
1. A system for producing a game, the system comprising: an input module inputting a RenderContext into a first object among at least one object which maintains realization condition information; a conversion module controlling the input module to input the RenderContext, which is converted in the first object based on the realization condition information, into a second object which is an upper layer; and a production tool module rendering a visual associated with the RenderContext by using the RenderContext which is converted into an object of a top layer.
2. The system of claim 1, wherein the plurality of objects maintains a hierarchical structure where the first object corresponds to a lower layer.
3. The system of claim 1, wherein the input module, the conversion module, and the production tool module are activated based on a script language corresponding to an object-oriented programming language.
4. The system of claim 1 , wherein the object converts the RenderContext to satisfy the realization condition information according to a predetermined level.
5. The system of claim 1 , wherein the object comprises a technique and a phase.
6. The system of claim 5, wherein the conversion module includes processing capability information of the production tool module as the realization condition information and determines a rendering level of the visual in the technique, and includes at least one of rendering texture information, rendering brightness level information, and rendering perspective information, and determines an effect level of the RenderContext in the phase.
7. A system for producing a game, the system comprising: a technique converting a RenderContext by considering processing capability information of a production tool module which is associated with rendering of a visual; and a phase determining an effect level of the converted RenderContext by considering at least one of rendering texture information, rendering brightness level information, and rendering perspective information.
8. The system of claim 7, wherein the technique and the phase are activated based on a script language corresponding to an object-oriented programming language.
9. The system of claim 1 or 7, wherein the script language 1) modifies a header file of the object which is realized by the object-oriented programming language, and 2) corresponds to the object-oriented programming language based on wrapper information which is generated by using the modified header file.
10. The system of claim 1 or 7, wherein the RenderContext includes at least one of rendering texture information, rendering brightness level information, rendering perspective information, and rendering level information of the visual which is an image realization target.
11. A method of producing a game, the method comprising: inputting a RenderContext into a first object among at least one object which maintains realization condition information and has a hierarchical relation with each other; converting the RenderContext based on the realization condition information in the first object; inputting the converted RenderContext into a second object which is an upper layer; repeating the converting and the inputting the RenderContext into the second object until the RenderContext is inputted into an object of a top layer; and finally converting the RenderContext based on the realization condition information of the object of the top layer, and rendering a visual associated with the RenderContext by using the finally converted RenderContext.
12. The method of claim 11, wherein each of the operations is performed based on a script language corresponding to an object-oriented programming language.
13. A computer-readable record medium storing a program for implementing the method of claim 11 or 12.
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US8137201B2 (en) | 2009-01-09 | 2012-03-20 | Microsoft Corporation | Arrangement for building and operating human-computation and other games |
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KR980010875A (en) * | 1996-07-23 | 1998-04-30 | 김광호 | 3D Rendering Method |
KR20010050769A (en) * | 1999-09-29 | 2001-06-25 | 이리마지리 쇼우이치로 | Storage medium for storing animation data, image processing method using same, and storage medium storing image processing programs |
KR20020046515A (en) * | 2000-12-14 | 2002-06-21 | 오지수 | sat beauty. |
KR20040048853A (en) * | 2002-12-03 | 2004-06-10 | 한국전자통신연구원 | Apparatus And Method for Adapting Graphics Contents and System therefor |
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KR980010875A (en) * | 1996-07-23 | 1998-04-30 | 김광호 | 3D Rendering Method |
KR20010050769A (en) * | 1999-09-29 | 2001-06-25 | 이리마지리 쇼우이치로 | Storage medium for storing animation data, image processing method using same, and storage medium storing image processing programs |
KR20020046515A (en) * | 2000-12-14 | 2002-06-21 | 오지수 | sat beauty. |
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