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Showing posts from January, 2019

2.5D Platforms

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New Super Mario Bros. New Super Mario Bros. is a 2.5D platformer released for the Nintendo DS in 2006. It was created to bring the concept of classic Super Mario Bros. games into the 21st century to appeal to the next generation. The plot as the same as a typical Mario game, following Mario's journey as he fights his way through Bowser's henchmen to rescue Princess Peach. New Super Mario Bros. was a commercial success as it was the first 2D scrolling game to feature Mario since Super Mario Land 2 for the Game Boy in 1992 and received many positive reviews, the only criticism being due to its simplicity and similarity to older games. Released at a cost of £24.99 in the UK, the game sold nearly 31 million copies worldwide and is the best-selling Nintendo DS game of all time, as well as the 10th best-selling game of all time. The game's huge success has led to many sequels, they were released on the Wii in 2009, on the Nintendo 3DS and the Wii U in 2012 and on the Nint

3D Modelling Software

In this report, I will be discussing the different types of 3D modelling software available that have different uses in the media industry and therefore, different purposes, and then geometric theory, mesh construction and the constraints to consider when discussing 3D models. One the most popular ones is Autodesk Maya, developed by Alias Systems and originally released in 1998 (owned by Autodesk since 2005). It's used to generate 3D assets for use in television, film, game development and architecture. A virtual workspace is used to implement and edit media of a particular project to create a scene. They can be saved in a variety of formats, the most popular being .mb. Maya exposes a node graph architecture as scene elements are node-based. Each node has its own attributes and customisation. In Maya, the visual representation of the scene is based entirely on a network of interconnecting nodes which depend on each other's information. For the convenience of viewing those net

Game Engines

This report will explain the purposes of game engines and why we use them, and then it's going to look at different constraints that you may need to consider when making games. A game engine is the overall building aspect of a video game. It provides the software that game developers need so they can use them to create and edit video games. They feature a large range of tools to help developers create a game. Game engines have many aspects including renderers, animation and scripting. They use a variety of programming languages, such as Java and C++. It took a while for game engines to be developed when video games first existed, meaning that the first ever ones would have been made completely from scratch to make the optimal use of the hardware. The first game engines were developed in 1983 for 2D games. The purpose of game engines is to provide a range of visual development tools for developers to help them in the production process. They enable a rapid development simply by