Video game programming

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Game programming, a subset of game development, is the software development of video games. Game programming requires substantial skill in software engineering and computer programming in a given language, as well as specialization in one or more of the following areas: simulation, computer graphics, artificial intelligence, physics, audio programming, and input. For multiplayer games, knowledge of network programming is required (the resultant code, in addition to its performance characteristics, is commonly referred to as the game's netcode by players and programmers alike). In some genres, e.g. fighting games, advanced network programming is often demanded, as the netcode and its properties (e.g. latency) are considered by players and critics to be some of the most important metrics of the game's quality. For massively multiplayer online games (MMOGs), even further knowledge of database programming and advanced networking programming are required. Though often engaged in by professional game programmers, there is a thriving scene of independent developers who lack a relationship with a publishing company.

Contents

Development process

Professional game development usually begins with a game design, which itself has several possible origins. Occasionally the game development process starts with no clear design in mind, but as a series of experiments. For example, game designer Will Wright began development of The Sims by getting programmers to experiment with several ideas.

Prototyping

Programmers are often required to produce prototypes of gameplay ideas and features. A great deal of prototyping may take place during pre-production, before the design document is complete, and may help determine what features the design specifies.

Prototypes are developed quickly with very little time for up-front design and mostly act as a proof of concept or to test ideas. They are not expected to work flawlessly, but are developed to try out new, sometimes exotic, ideas.

Game design

Though the programmer's main job is not to develop the game design, the programmers often contribute to the design, as do game artists. The game designer will solicit input from both the producer and the art and programming lead for ideas and strategies for the game design. Often individuals in non-lead positions also contribute, such as copywriters and other programmers and artists.

Programmers often closely follow the game design document. As the game development progresses, the design document changes as programming limitations and new capabilities are discovered and exploited.

Production

During production, programmers may create a great deal of source code to create the game described in the game's design document. Along the way, the design document is modified to meet limitations or expanded to exploit new features. The design document is very much a "living document", much of whose life is dictated by programmer's schedules, talent and resourcefulness.

While many programmers have some say in a game's content, most game producers solicit input from the lead programmer as to the status of a game programming development. The lead is responsible for knowing the status of all facets of the game's programming and for pointing out limitations. The lead programmer may also pass on suggestions from the programmers as to possible features they'd like to implement.

With today's visually rich content, the programmer must often interact with the art staff. This very much depends on the programmer's role, of course. For example, a 3D graphics programmer may need to work side by side with the game's 3D modelers discussing strategies and design considerations, while an AI programmer may need to interact very little, if at all, with the art staff. To help artists and level designers with their tasks, programmers may volunteer or be called upon to develop tools and utilities. [1] [2] Many of these may be for a specific purpose and can be buggy due to time constraints (time for development of such tools is often not included in a game's schedule) as well as because they are only for in-house use anyway. Many game tools are developed in RAD languages for quicker development and may be discarded after the completion of the game.

Testing

The formal quality assurance testing process, performed by professional game testers, begins well into game development. High-budget titles may begin testing with the first playable alpha, while low-budget and casual games might not enter testing until a release candidate is ready. The programmers' task is to fix errors and bugs as such are discovered by the QA teams. [3]

Nearing completion

Final tasks include "polishing" the game, such as programmers fixing occasional bugs—from minor to catastrophic—that may arise during the last phases of testing.

Game developers may have a beta testing period, but the definition of such varies from developer to developer. Often a beta contains all of the game's features, but may have a few bugs or incomplete content. Few games are given a public beta period, for example, to measure stress tolerance for game servers.

When the game is deemed complete, it is said to have "gone gold" and is shipped off to the publisher. Depending on circumstances, the publisher may then subject it to its own quality assurance or may begin pressing the game from the gold master.

Maintenance

Once a game ships, the maintenance phase for the video game begins. Programmers wait for a period to get as many bug reports as possible. Once the developer thinks they've obtained enough feedback, the programmers start working on a patch. The patch may take weeks or months to develop, but it's intended to fix most bugs and problems with the game. Occasionally a patch may include extra features or content or may even alter gameplay.

Duration

Most modern games take from one to three years to complete. The length of development depends on a number of factors, but programming is required throughout all phases of development except the very early stages of game design.

Tools

Like other software, game development programs are generated from source code to the actual program (called the executable) by a compiler. Source code can be developed with almost any text editor, but many professional game programmers use a full integrated development environment. Once again, which IDE one uses depends on the target platform.

In addition to IDEs, many game development companies create custom tools developed to be used in-house. Some of these include prototypes and asset conversion tools (programs that change artwork, for example, into the game's custom format). Some custom tools may even be delivered with the game, such as a level editor.

Game development companies are often very willing to spend thousands of dollars to make sure their programmers are well equipped with the best tools. A well outfitted programmer may have two to three development systems and multiple monitors dominating their office or cubicle.

Programming languages

LanguageFeatures
Assembly Potentially minimal CPU overhead
C Widely known, widely portable, numerous APIs, compiles to machine code
C++ Object-oriented, widely known, numerous APIs, compiles to machine code
Java Object-oriented, garbage-collected, widely portable (via a virtual machine)
C#, Visual Basic .NET, etc.Object-oriented, garbage-collected, interfaces with Microsoft products
Objective-C, Swift Object-oriented, interfaces with Apple products
Lua, Python, JavaScript, Tcl, etc.Familiar syntax, easily embedded in the above languages, often used for scripting
Lisp, Pascal, Perl, Smalltalk, etc.Fringe game languages, although bindings to popular libraries are common

Once the game's initial design has been agreed upon, the development language must be decided upon. The choice depends upon many factors, such as language familiarity of the programming staff, target platforms, the execution speed requirements and the language of any game engines, APIs or libraries being used.

For personal computers, the language selected may be little more than a matter of preference. Language bindings for popular libraries such as SDL and Allegro are widespread, [4] [5] and the performance gap between idiomatic code written in modern compiled languages is negligible. [6] [7] The most popular languages are usually procedural or object-oriented and implemented via compilers; for example, C, [8] C++, [8] [9] and Java. [10] However, developers may take into account domain-specific features, such as interfacing with the operating system, and resilience to reverse engineering for online video games. [11] Many games are not written in one language exclusively, and may combine two or more languages; For example, Unity, a popular game engine, has different pieces written in C, C++, and C#. [12]

For consoles, the support of the target platform is usually the most considered factor. In the past, video games for consoles were written almost exclusively in assembly due to limited resources in terms of both storage and processing speed. [13] However, as technology has advanced, so have the options for game development on consoles. Nintendo, [14] Microsoft, and Sony [15] all have differing SDKs for their Wii U, Nintendo Switch, Xbox One, and PlayStation 4 consoles, respectively.

High-level scripting languages are increasingly being used as embedded extensions to the underlying game written in a compiled programming language, for the convenience of both the original developer and anyone who would wish to mod the game. Lua is a very popular choice, as its API is written in ANSI C and the language is designed to be embedded into other applications. [9] [16] Many developers have created custom languages altogether for their games, such as id Software's QuakeC and Epic Games' UnrealScript.

APIs and libraries

A key decision in game programming is which, if any, APIs and libraries to use. Today, there are numerous libraries available which take care of key tasks of game programming. Some libraries can handle sound processing, input, and graphics rendering. Some can even handle some AI tasks such as pathfinding. There are even entire game engines that handle most of the tasks of game programming and only require coding game logic.

Which APIs and libraries one chooses depends largely on the target platform. For example, libraries for PlayStation 2 development may not be available for Microsoft Windows and vice versa. However, there are game frameworks available that allow or ease cross-platform development, so programmers can program a game in a single language and have the game run on several platforms, such as the Wii, PlayStation 3, Xbox 360, PSP and Microsoft Windows.

Graphic APIs

Graphics API usage across Operating Systems:
OS Vulkan Direct X GNMX Metal
Windows 10yesyesnono
Mac MoltenVK nonoyes
Linuxyesnonono
Androidyesyesyesno
iOS MoltenVK yesyesyes
Tizenin Devnonono
Sailfishin Devnonono
Xbox Onenoyesnono
Orbis OS (PS4)nonoyesno
Nintendo Switchyesnonono

Today, graphics are a key defining feature of most games. While 2D graphics used to be the norm for games released through the mid-1990s, most AAA games now boast full 3D graphics, even for games which are largely 2D in nature, such as Civilization III . However, purely 2D graphics have experienced a Renaissance with indie games. [17]

A well established personal computer platform is Microsoft Windows. Since it came pre-installed on almost ninety percent of PCs sold, it now has the largest user base.[ citation needed ] The two most popular 3D graphics APIs for Microsoft Windows are Direct3D and OpenGL. The benefits and weaknesses of each API are hotly debated among Windows game programmers.

Currently, the most popular Computing platform is Google Android. Since it comes pre-installed on almost eighty percent of Smartphones sold, Android has the second largest user base, and increasing. Android uses OpenGL ES & Vulkan (API).

DirectX is a collection of game APIs. Direct3D is DirectX's 3D API. Direct3D is freely available from Microsoft, as are the rest of the DirectX APIs. Microsoft developed DirectX for game programmers and continues to add features to the API. The DirectX specification is not controlled by an open arbitration committee and Microsoft is free to add, remove or change features. Direct3D is not portable; it is designed specifically for Microsoft Windows and no other platform (though a form of Direct3D is used on Microsoft's Xbox, Windows Phone 7.5 smartphones and mobile devices which run the Pocket PC operating system).

OpenGL is a portable API specification. Code written with OpenGL is easily ported between platforms with a compatible implementation. For example, Quake II , which uses OpenGL, was ported from Windows to Linux by a fan of the game. OpenGL is a standard maintained by the OpenGL Architecture Review Board (ARB). The ARB meets periodically to update the standard by adding emerging support for features of the latest 3D hardware. In addition, the development tools provided by the manufacturers of some video game consoles (such as the Nintendo GameCube, the Nintendo DS, and the PSP) use graphic APIs that resemble OpenGL. OpenGL often lags behind on feature updates due to the lack of a permanent development team and the requirement that implementations begin development after the standard has been published. Programmers who choose to use it can access some hardware's latest 3D features, but only through non-standardized extensions. The situation may change in the future as the OpenGL architecture review board (ARB) has passed control of the specification to the Khronos Group in an attempt to counter the problem. [18]

Other APIs

For development on Microsoft Windows, the various APIs of DirectX may be used for input, sound effects, music, networking and the playback of videos. Many commercial libraries are available to accomplish these tasks, but since DirectX is available for free, it is the most widely used.

For console programming, the console manufacturers provide facilities for rendering graphics and the other tasks of game development. The console manufacturers also provide complete development systems, without which one cannot legally market nor develop games for their system. Third-party developers also sell toolkits or libraries that ease the development on one or more of these tasks or provide special benefits, such as cross-platform development capabilities.

Game structure

The central component of any game, from a programming standpoint, is the game loop. The game loop allows the game to run smoothly regardless of a user's input or lack thereof.

Most traditional software programs respond to user input and do nothing without it. For example, a word processor formats words and text as a user types. If the user doesn't type anything, the word processor does nothing. Some functions may take a long time to complete, but all are initiated by a user telling the program to do something.

Games, on the other hand, must continue to operate regardless of a user's input. The game loop allows this. A highly simplified game loop, in pseudocode, might look something like this :

while (user does not exit)     check for user input     run AI     move enemies     resolve collisions     draw graphics     play sounds end while

The loop may be refined and modified as game development progresses, but most games are based on this basic idea. [19]

Game loops differ depending on the platform they are developed for. For example, games written for DOS and many consoles can dominate and exploit available processing resources without restraint. However, games for a modern PC operating system such as Microsoft Windows must operate within the constraints of the process scheduler. Some modern games run multiple threads so that, for example, the computation of character AI can be decoupled from the generation of smooth motion within the game. This has the disadvantage of (slightly) increased overhead, but the game may run more smoothly and efficiently on hyper-threading or multicore processors and on multiprocessor platforms. With the computer industry's focus on CPUs with more cores that can execute more threads, this is becoming increasingly important. Consoles like the Xbox 360 and PlayStation 3 already have more than one core per processor, and execute more than one thread per core.

Hobbyists

The only platforms widely available for hobbyists to program are consumer operating systems, such as Android, iOS, Windows, Mac, Linux, etc. This is because development on game consoles requires special development systems that cost thousands of dollars. Often these must be obtained from the console manufacturer and are only sold or leased to professional game development studios. However, Microsoft used to distribute a game development framework, XNA, which runs on both Microsoft Windows and Xbox 360. XNA was discontinued, but other projects like MonoGame and SharpDX are trying to allow the same access for game coding. Lately, Android is the most popular hobbyist platform of choice for mobile developers. [20] Some hobbyists also develop homebrew games, especially for handheld systems or modded consoles.

Some software engineering students program games as exercises for learning a programming language or operating system.

Some hobbyists may use software packages that help with game development, such as Adobe Animate, Unity, Android Studio, pygame, Adventure Game Studio, Roblox Studio, GameMaker Studio, Godot, Unreal Engine, Pixel Game Maker MV, or Construct.


See also

Related Research Articles

<span class="mw-page-title-main">DirectX</span> Collection of multimedia related APIs on Microsoft platforms

Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. Originally, the names of these APIs all began with "Direct", such as Direct3D, DirectDraw, DirectMusic, DirectPlay, DirectSound, and so forth. The name DirectX was coined as a shorthand term for all of these APIs and soon became the name of the collection. When Microsoft later set out to develop a gaming console, the X was used as the basis of the name Xbox to indicate that the console was based on DirectX technology. The X initial has been carried forward in the naming of APIs designed for the Xbox such as XInput and the Cross-platform Audio Creation Tool (XACT), while the DirectX pattern has been continued for Windows APIs such as Direct2D and DirectWrite.

<span class="mw-page-title-main">OpenGL</span> Cross-platform graphics API

OpenGL is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.

In computing, cross-platform software is computer software that is designed to work in several computing platforms. Some cross-platform software requires a separate build for each platform, but some can be directly run on any platform without special preparation, being written in an interpreted language or compiled to portable bytecode for which the interpreters or run-time packages are common or standard components of all supported platforms.

Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware acceleration if available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration. Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including Z-buffering, W-buffering, stencil buffering, spatial anti-aliasing, alpha blending, color blending, mipmapping, texture blending, clipping, culling, atmospheric effects, perspective-correct texture mapping, programmable HLSL shaders and effects. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media ties.

A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs such as a level editor. The "engine" terminology is akin to the term "software engine" used more widely in the software industry.

Fahrenheit was an effort to create a unified high-level API for 3D computer graphics to unify Direct3D and OpenGL. It was designed primarily by Microsoft and SGI and also included work from an HP-Microsoft joint effort.

A game programmer is a software engineer, programmer, or computer scientist who primarily develops codebases for video games or related software, such as game development tools. Game programming has many specialized disciplines, all of which fall under the umbrella term of "game programmer". A game programmer should not be confused with a game designer, who works on game design.

GameMaker is a series of cross-platform game engines created by Mark Overmars in 1999 and developed by YoYo Games since 2007. The latest iteration of GameMaker was released in 2022.

<span class="mw-page-title-main">Shader</span> Type of program in a graphical processing unit (GPU)

In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as shading. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing, as well as general-purpose computing on graphics processing units.

<span class="mw-page-title-main">OpenGL ES</span> Subset of the OpenGL API for embedded systems

OpenGL for Embedded Systems is a subset of the OpenGL computer graphics rendering application programming interface (API) for rendering 2D and 3D computer graphics such as those used by video games, typically hardware-accelerated using a graphics processing unit (GPU). It is designed for embedded systems like smartphones, tablet computers, video game consoles and PDAs. OpenGL ES is the "most widely deployed 3D graphics API in history".

<span class="mw-page-title-main">PC game</span> Electronic game played on a personal computer

A personal computer game, also known as a computer game or abbreviated PC game, is a video game played on a personal computer (PC). The term PC game has been popularly used since the 1990s referring specifically to games on "Wintel" which has dominated the computer industry since.

<span class="mw-page-title-main">Software rendering</span> Generating images by computer software

Software rendering is the process of generating an image from a model by means of computer software. In the context of computer graphics rendering, software rendering refers to a rendering process that is not dependent upon graphics hardware ASICs, such as a graphics card. The rendering takes place entirely in the CPU. Rendering everything with the (general-purpose) CPU has the main advantage that it is not restricted to the (limited) capabilities of graphics hardware, but the disadvantage is that more transistors are needed to obtain the same speed.

A graphics library or graphics API is a program library designed to aid in rendering computer graphics to a monitor. This typically involves providing optimized versions of functions that handle common rendering tasks. This can be done purely in software and running on the CPU, common in embedded systems, or being hardware accelerated by a GPU, more common in PCs. By employing these functions, a program can assemble an image to be output to a monitor. This relieves the programmer of the task of creating and optimizing these functions, and allows them to focus on building the graphics program. Graphics libraries are mainly used in video games and simulations.

<span class="mw-page-title-main">WebGL</span> JavaScript bindings for OpenGL in web browsers

WebGL is a JavaScript API for rendering interactive 2D and 3D graphics within any compatible web browser without the use of plug-ins. WebGL is fully integrated with other web standards, allowing GPU-accelerated usage of physics, image processing, and effects in the HTML canvas. WebGL elements can be mixed with other HTML elements and composited with other parts of the page or page background.

Game Sprockets is a collection of application programming interfaces (APIs) supporting gaming on the classic Mac OS. It consisted of four main parts, DrawSprocket, InputSprocket, SoundSprocket and NetSprocket, each providing a library of pre-rolled routines for common gaming tasks. SpeechSprocket was a relabelled version of the Speech Recognition Manager that provided speech recognition support, and QuickDraw 3D RAVE provided 3D hardware acceleration.

<span class="mw-page-title-main">Marmalade (software)</span>

Marmalade SDK was a cross-platform software development kit and game engine from Marmalade Technologies Limited that contains library files, samples, documentation and tools required to develop, test and deploy applications for mobile devices.

<span class="mw-page-title-main">Mantle (API)</span> Low-overhead rendering API

Mantle was a low-overhead rendering API targeted at 3D video games. AMD originally developed Mantle in cooperation with DICE, starting in 2013. Mantle was designed as an alternative to Direct3D and OpenGL, primarily for use on personal computers. In 2015, Mantle's public development was suspended and in 2019 completely discontinued, as DirectX 12 and the Mantle-derived Vulkan rose in popularity.

ANGLE is an open source, cross-platform graphics engine abstraction layer developed by Google. ANGLE translates OpenGL ES 2/3 calls to DirectX 9, 11, OpenGL or Vulkan API calls. It is a portable version of OpenGL but with limitations of OpenGL ES standard.

Vulkan is a low-level, low-overhead cross-platform API and open standard for 3D graphics and computing. It was intended to address the shortcomings of OpenGL, and allow developers more control over the GPU. It is designed to support a wide variety of GPUs, CPUs and operating systems, and it is also designed to work with modern multi-core CPUs.

<span class="mw-page-title-main">Cg (programming language)</span> Shading language

Cg and High-Level Shader Language (HLSL) are two names given to a high-level shading language developed by Nvidia and Microsoft for programming shaders. Cg/HLSL is based on the C programming language and although they share the same core syntax, some features of C were modified and new data types were added to make Cg/HLSL more suitable for programming graphics processing units.

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