Arcade game architecture
Features:
- Continual
behavior
- Real
time and highly interactive:
- Updated
often 30 frames a second
- Discrete
simulation – event driven
- Avoid
clunky action—want smooth animation
- Make
use of 2D graphics
- Simple
physics
- Velocity
- Elastic
collisions
- No
mass
- No
acceleration
Objects:
- Static
objects: background objects drawn once and tend not to come back à
can still be very complex
- Dynamic
objects – sprite – must be updated 30 times a sec à
small number of pixels
- Player
sprite – gun, woman, critter etc
- Game
sprite – enemies
i. Main
interaction is collision
- Semi-static
– rarely change and don’t move à
Walls islands etc
Console development
- Expensive,
best to work with established publisher 8 –10000 to purchase the cross
development tools
- Art
work – remember the user has a TV not a monitor à
don’t get the really high resolution
Playstation
- CPU
R3000A (MIPS/SGI) 32 bit RISC, 33.8 MHZ
- 512K
ROM
- 64K
RAM
- Multithreaded
multitask operating system
- Graphics
processor
- 2
special graphics co-processor
i. Geometry
transfer engine – handles polygon specific tasks and runs around 66 mips
ii. Digital
video processor (DVP)—supports JPEG and MPEG compression, helps to read data
from off the CD
- 16
million colors
- Resolution
256 by 224 to 740 x 480
Sound
- Full
DSP 24 channels
- CD
quality audio
- Midi
instruments 512K sample wave forms
Memory
- Main
Ram 16 MB
- VRAM
8 MB
- Sound
4MB
- Buffer
for CD streaming
- 128K
RAM cards
CD-ROM
- Only
double speed
- 300K
per second transfer rate
- 660
MB capacity
Development kit -- $18000
Sega Saturn
- CPU 2
Hitachi RISC CPU’s – 28.6 MHz 25 mips, 4K data cache, math subroutines, CD
data bus, 2nd bus for video and sound
- Graphics
processing
- 2
major chips
i. VDT1
– handle sprite and geometry engines
ii. 2x
256K frame buffers
iii. 512
texture RAM cache
- VDT2
–concentrates on background graphics maintains 5 backgounds and 2 playing
fields
i. Resolution
320 x 224 to 720 x 576
ii. True
24 bit graphics
iii. 16.8
million colors
- Sound
- 2
sound chips
i. Motorola
68E000 11.3 MHz
ii. Yamaha
FH1 2
- 8
fm channels
- 32
PCM channels
- 44.1
KHz CD sampling
- 16
channel mixer
- DMA
- Memory
- 2MB
ram
- 1.5
MB VRAM
- 512k
audio ram
- 512K
CD ROM cache
- CD
- Double
speed
- 320K
transfer rate