A PROGRAMMING MODEL FOR GENERATING CHALLENGES OF MAXIMUM INCLUSIVENESS IN „RUNNER“ VIDEO GAMES

Authors

  • Василије Бурсаћ Autor

DOI:

https://doi.org/10.24867/20BE34Bursac

Keywords:

Programming model, Runner video games, Video game development, Immersiveness, Haptic feedback

Abstract

Although they can be very different thematically, all video games of the „Runner“ genre are characterized by identical game mechanics. With this in mind, a generic programming base was created that could be used as a starting point for the rapid development of video games of this genre. This programming model is enriched with a system for providing audio-visual-haptic feedback to the player. Thanks to this system, a high degree of inclusivity and "immersion" of the player in the virtual world of the video game was achieved. This paper describes one such programming model developed in Unity engine, as well as its capabilities and functionality.

References

[1] Unity Technologies, „Garbage Collector Overview“, https://docs.unity3d.com/Manual/performance-garbage-collector.html, Званична документација о процесу ослобађања меморије (приступљено у септембру 2022.)
[2] Unity Technologies, „Introduction to Object Pooling“, https://learn.unity.com/tutorial/introduction-to-object-pooling, Званична документација са објашњењем обрасца удруживања објеката (приступљено у септембру 2022.)
[3] Adobe, Mixamo, https://www.mixamo.com/, Веб сајт за преузимање карактера и анимација (приступљено у септембру 2022.)
[4] E. Gamma, R. Helm, R. Johnson, J. Vlissides, “Design Patterns: Elements of Reusable Object-Oriented Software”, Boston, Addison-Wesley, p. 127, October 1994.

Published

2022-11-06

Issue

Section

Electrotechnical and Computer Engineering