Participar en un evento de videojuegos con un stand puede ser una oportunidad única para dar a conocer tus juegos, interactuar directamente con tu público objetivo, y generar un gran impacto en la comunidad. En este artículo, exploraremos cómo preparar un stand de 4x2 metros de manera efectiva, maximizar el uso de la cartelería de fondo, y atraer a los visitantes con técnicas sencillas y económicas de marketing. 1. Diseño y uso eficiente de la cartelería de fondo 1.1. La importancia de una lona reutilizable : La lona que utilices para el fondo de tu stand es una de las inversiones más importantes. Una lona de buena calidad y diseño profesional no solo refuerza tu marca, sino que también puede ser reutilizada en futuros eventos, lo que la convierte en una opción sostenible y económica. Asegúrate de que la lona cubra completamente el fondo de tu stand, ya que esto crea un ambiente inmersivo y profesional. 1.2. Elementos esenciales en la lona: En la cartelería de fondo, incluye: El logoti
Hoy se ha anunciado la versión Alpha de Gorilla 3D Engine para Delphi Firemonkey. Poco a poco se van despejando las dudas sobre su potencial y especificaciones.
Según la web oficial se podrán desarrollar aplicaciones y juegos para Windows, Android, iOS, MacOS y Linux.
Especificaciones:
- Skin-, Skeleton- und Vertexanimations for 3D Meshes (Key-Animations)
- Integrated and fast Q3 Physics Engine (with collision detection)
- Materials: textures, bump-mapping, vertex-color, phong-, blinn-, lambert-materials, water and reflection
- Loading complex multi-mesh models with UV-textures
- Logical model management (independent from FireMonkey tree), to manage a large amount of meshes and to instanciate separatly
- Optimized mesh generation in multi-mesh models: number of vertices reduced to the necessary vertices
- Flexible particle-system with influencer-classes (up to 100K particle at runtime)
- Shadow-Volume rendering
- Multipass-Rendering
- Depth-Of-Field
- Skybox-support
- Terrain rendering: from height-maps and procedural algorithms (Diamond-Square, Perlin-Noise, ...)
- New Point3D-, Quaternion-, Transformationsmatrix- und VertexKey-Animationen
- Multitrack AudioManager (threadsafe)
- AssetsManager with packaging system
- Flexible dialogue-system: load, save and edit at runtime
- Fast 3D model loading
- Compatible with existing FireMonkey components
- Platform-independent: WIN32, WIN64, ANDROID, iOS, MACOS, LINUX-x86 (by third-party product usage
- Formate: G3D , X3D, X3DZ, OBJ, STL , DAE, FBX
Models
- Dynamic or static meshes supported
- Skin-Animation (Keyframes)
- Skeleton-Animation (Keyframes)
- Vertex-Animation (Keyframes)
- Vector-Animation
- AnimationManager for handling multiple animations per model
- Animation-Caching
- Compressed Caching - information is stored as zip or lz4 (win32) stream in memory
- Uncompressed Caching - more memory usage, but unbelievably fast!
Materials
- Normal- and BumpMapping
- Gaussian, Lambert, Phong, Blinn-Phong (textured)
- VertexColor
- Water-Material
- LayeredMaterial
- NodeMaterial (experimental) with FlowChart-Editor
- Runtime-Shader: Design, load & save shader material at runtime
Shadowing
- Variance-Shadow-Mapping (experimental)
- Shadow-Volume Rendering with multiple light sources
Multipass-Rendering
- Simple create a MultiPass component and attach to viewer
- Reusage of MultiPasses possible to reduce rendering
- Already in use for water and depth-of-field rendering
Particle-System
- High performance particle-system with shader integration
- Manipulate every particle very easy by influencer classes
- Randomization parameters configurable
- Extendable material shader for individual particle handling
- User interactive particle emittance, f.e. at mouse position
- Included influencers: gravity, wind, path, traktor, obstacles...
- Physics on obstacles (spherical, cubic and meshes)
- Template particle-systems for fire, smoke, rain, snow, waterfall, eruption, explosion, ...
Terrain-Rendering
- Generating from height-map image
- Randomization possible
- Procedural generation by: diamond square, mandelbrot, perlin-noise (linear, cosine and cubic), plateau algorithms
- Resolution configurable
Misc
- SkyBox
- Water-Surface
Q3 Physics Engine
- Box and sphere colliders
- Accuracy configurable (lower accuracy means faster calculation)
- Up to 1024 colliders without great performance loss
- Easy binding to Firemonkey 3D controls
- Interactive physics world manipulation
- Much faster than compareable physics engines
- Mesh-Collider (experimental)
- Terrain-Collider (experimental)
- Particle-Collider (experimental)
- Separate thread usage (experimental)
Multitrack AudioManager
- Audio-Precaching for realtime playback without loading latency
- Thread-Safe implementation: play audio from any thread
- Simultaneously audio playback possible
- Looped playback, f.e. for music tracks
DialogueSystem
- Complex & flexible design in tree structure
- (Un)lockable items
- Crosslinking of items possible
- Set question, answer or floating item display time - for fast-reaction games
- Design of dialogues & monologues with colloquist information
- Multilingual system easily definable
- Auto-language selection
- Set variables to implement gaming elements
- Set parameters to interact back with your game/application
- Events for: showing text and images, playing audio, video and animations, executing method calls, property settings, redirection & more
- Events with different scopes: dialogue item, UI-element, gaming element
- Pause, stop and skip dialogues and items
- Storable as single or multiple dialogue files/streams (dynamic loading possible)
- Storeable in xml format
- Loadable from xml file/stream
- Readable and understandable xml format, to outsource design & management of dialogues.
- Fully customizable in Delphi
- Free DialogueDesigner inside the Gorilla3D engine
- Create dialogues, items and events simply by drag & drop
- Move, rearrange and delete items & events
- Configure every dialogue, item and event in detail
- Treeview for easy dialogue navigation
- Preview dialogues in sandbox viewer
Inventory (experimental)
- Complex & flexible inventory management
- Create item templates, groups and manufacturers
- Items with thumbnail and preview models
- Groups with thumbnails
- Multilingual system easily definable (f.e.: for group/item names)
- Item groups to categorize your elements, f.e.: weapons, notes, keys, ...
- Items can up- and downgrade
- Manufacturers to setup crafting and item combinations
- Multiple items manufacturable and quantity manageable
- Craft items in editable time in asynchrone backend thread
- Items and groups with max quantity management
- Items and groups with weight management
- Collect items pooled or each as single instance
- Collect items in dependencies, f.e. only if you have collected an ax, you can collect wood
- Set variables to implement gaming elements
- Set parameters to interact back with your game/application
- Preview inventory in sandbox with test-UI
AssetsManager
- Handle easily models, textures, audio files & more
- Reuse assets for faster loading and less memory usage
- Packages for modularizing your application
- Group assets for handling your media even in large packages
- Just-in-time loading of packages possible (load assets when they are needed)
- Stored as zip-archive for transparent content management
- AssetsManager Tool with media preview: manage your packages easily!
Formats
- G3D (Gorilla3D-Format): full support incl. skin-, skeleton- and vertex-animation
- DAE (Collada): full support incl. skin-, skeleton- and vertex-animation
- X3D: full support incl. skin-, skeleton- and vertex-animation
- X3DZ: full support incl. skin-, skeleton- and vertex-animation
- OBJ (Wavefront): triangle and face import
- STL (Stereolithography): triangle and face import
- FBX (Autodesk): triangle, face and polygon import
Excelente articulo.
ResponderEliminar