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Journal of Game Development

Volume 1 - Issue 4

ABSTRACT 1

FAST REALISTIC RENDERING OF GLOBALWORLDS USING PROGRAMMABLE GRAPHICS HARDWARE
Nick Gebbie and Mike Bailey
University of California San Diego and Oregon State University

ABSTRACT

Interactively rendering geo-spatial scenery is a recurring theme in game development.
This paper demonstrates a method of handling much of that rendering
on programmable graphics hardware. This makes better use of the power available
on the graphics processing unit (GPU) and frees the central processing
unit (CPU) processing time for user interaction, simulation, data acquisition and
manipulation.

ABSTRACT 2

MOBILE GAMES, GPS, AND QUALITY OF SERVICE IN J2ME
Mitsuhiro Sumiya *†, Robert A. Malaney*†, and Xun Wei*
*National ICT Australia (NICTA)
†The School of Electrical Engineering and Telecommunications,
University of New South Wales, Sydney

ABSTRACT

Mobile phones, handheld PCs, and other portable devices running Java 2 Platform, Micro Edition (J2ME) are becoming increasingly popular as a platform for playing online multiplayer games. Real-time interactive wireless games usually require superior Quality of Service (QoS), such as low latency for end-to-end packet delays. However, predicting when and where the required QoS for a particular game is available is a difficult task because of the unpredictable nature of the wireless channel and the possibility of multiplayer congestion. A solution to this problem might be forthcoming from the use of onboard positioning systems such as the Global Positioning System (GPS). Because of low cost and legislated emergency-safety requirements, GPS chipsets embedded in small mobile devices are rapidly becoming ubiquitous. An application that integrates wireless games, GPS positioning information, and dynamic QoS measurements would be able to deliver superior functionality to mobile end users by allowing for dynamic predictions of a particular game’s QoS—as functions of location and time. Users would be directed to the best locations for optimal game functionality and warned of impending disconnections. In this report we present a case study on the performance of an integrated game, GPS, and a QoS platform running over J2ME. We discuss challenges faced in the design and implementation of such an integrated system on resource-limited J2ME devices, and present results obtained from deployment over commercial Wi-Fi systems.

ABSTRACT 3

GAMES FIRST PEDAGOGY: USING GAMES AND VIRTUAL WORLDS TO ENHANCE PROGRAMMING EDUCATION
Andrew Phelps, Christopher Egert, and Kevin Bierre
Interactive Media Group
Information Technology Department, Rochester Institute of Technology

ABSTRACT

With recent decreases in enrollment within computing-related fields of academic study, we see that a greater need to effectively motivate the study of core computer science and computing technology disciplines exists. This article explores the use of a massively multiuser game environment for such purposes. It details the construction, maintenance, and deployment of the Multi-User Programming Pedagogy for Enhancing Traditional Study (M.U.P.P.E.T.S.) system at the Rochester Institute of Technology.

The article begins by discussing the technological goals and requirements for the M.U.P.P.E.T.S. system. In particular, it examines the implementation of an industry-comparable game engine as the platform core, the embedding of mainstream programming languages (C# and Java) for end user code development, and the implementation of an IDE feature set within the virtual environment. The technological features are then linked to the pedagogical aspects of the system.

The article also details how the system is used by both lower- and upper-division students to create both simple and complex games as well as game components. In addition, the article demonstrates how the creation of games and the use of a shared virtual world are instrumental in creating a new environment to promote the study of computing.



















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