코드 재사용을 위하여 컴포넌트 방식을 사용하는 DirectX 11 기반 3D 게임 연구
(주)코리아스칼라
- 최초 등록일
- 2023.04.05
- 최종 저작일
- 2017.03
- 10페이지/ 어도비 PDF
- 가격 4,000원
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서지정보
ㆍ발행기관 : 한국컴퓨터게임학회
ㆍ수록지정보 : 한국컴퓨터게임학회 논문지 / 30권 / 1호
ㆍ저자명 : 김영식
목차
ABSTRACT
1. Introduction
2. DirectX 11-based, built-in 3D game
3. 3D Game Experiment and Verification
4. Conclusion
4. 결론
참고문헌
영어 초록
In commercial game engines, a method of constructing objects by combining components is often used. Components can be assembled and used at any time as needed. In this paper, the 3D game is developed by applying the component method, which is the object creation method widely used in the commercial game engine, in the DirectX 11 environment. There are four kinds of components used in the in-house 3D game. These are four components such as transform, mesh, script, and collider. The component generation method used in this paper shows very good operation efficiency in terms of reusability. This paper also applied tangent space normal mapping to static and dynamic objects and analyzed performance at various screen resolutions. Performance analysis showed that the average rendering speed was 64.6% higher on the low resolution screen than on the high resolution screen. And the rendering speed of model G with normal mapping to all objects among the 8 simulation models is improved by 19.2% compared with model B without normal mapping. The presence or absence of normal mapping has the greatest effect on rendering speed.
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