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	<title>Daniel Smith Media Studies</title>
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		<title>Daniel Smith Media Studies</title>
		<link>http://danielsmith.wordpress.com</link>
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		<item>
		<title>Lighting</title>
		<link>http://danielsmith.wordpress.com/2008/06/30/lighting/</link>
		<comments>http://danielsmith.wordpress.com/2008/06/30/lighting/#comments</comments>
		<pubDate>Mon, 30 Jun 2008 10:27:43 +0000</pubDate>
		<dc:creator>Death Lives Uk</dc:creator>
				<category><![CDATA[Games Research]]></category>

		<guid isPermaLink="false">http://danielsmith.wordpress.com/?p=41</guid>
		<description><![CDATA[The three forms of OpenGL is per polygon, per vertex and per pixel lighting. Each one of these picture show a type : normal, vertex, polygon. OpenGl is a type/form of a API , a API means application program interface, which provends the tools for building software. as it provends the building blocks that makes it easier for [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=danielsmith.wordpress.com&amp;blog=1734938&amp;post=41&amp;subd=danielsmith&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The three forms of OpenGL is per polygon, per vertex and per pixel lighting.</p>
<p><a title="normal+polygon" href="http://danielsmith.files.wordpress.com/2008/01/polynormal.jpg"><img src="http://danielsmith.files.wordpress.com/2008/01/polynormal.thumbnail.jpg?w=468" alt="normal+polygon" /></a><a title="vertex+polygon" href="http://danielsmith.files.wordpress.com/2008/01/vertex-poly.jpg"><img src="http://danielsmith.files.wordpress.com/2008/01/vertex-poly.thumbnail.jpg?w=468" alt="vertex+polygon" /></a><a title="normal" href="http://danielsmith.files.wordpress.com/2008/01/normal.jpg"><img src="http://danielsmith.files.wordpress.com/2008/01/normal.thumbnail.jpg?w=468" alt="normal" /></a>Each one of these picture show a type : normal, vertex, polygon.</p>
<p>OpenGl is a type/form of a API , a API means application program interface, which provends the tools for building software. as it provends the building blocks that makes it easier for the programmer to make the software.</p>
<p> Transform and Lighting(T&amp;L) are the first two of four Major steps a GPU computes in a 3D graphics pipeline. The first step is were the 3D data is converted by the transform engine to the current view (the transform engine converts the data from one frame of the reference to a new frame of reference(the first frame of refernce is the world space and the other one is the screen space).) before it can start the other steps.</p>
<p>Shaders.</p>
<p>A shader is algorithm( a set of mathematic equesns) that controls how a object responds to light. There are many diffrent types of shaders, I have found a website that shows what shaders are used in Brazil. please click on the right for a link to show you the type of shaders they use.</p>
<p>Here is a picture of diffrent  </p>
<p>Light mapping</p>
<p>Light Mapping is a process of a light map, its the same as a standard texture map which stores infomation about illumintion of a surface</p>
<p> <span style="font-size:x-small;color:#ffe291;font-family:Verdana;">loosely described as the process of using a lightmap, essentially the same as a standard texture map, to store information about the illumination of a surface.</span></p>
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			<media:title type="html">normal+polygon</media:title>
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			<media:title type="html">vertex+polygon</media:title>
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			<media:title type="html">normal</media:title>
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		<title>Artificial Intelligence (AI) Part 2</title>
		<link>http://danielsmith.wordpress.com/2008/06/30/artificial-intelligence-ai-part-2/</link>
		<comments>http://danielsmith.wordpress.com/2008/06/30/artificial-intelligence-ai-part-2/#comments</comments>
		<pubDate>Mon, 30 Jun 2008 10:26:20 +0000</pubDate>
		<dc:creator>Death Lives Uk</dc:creator>
				<category><![CDATA[Games Research]]></category>

		<guid isPermaLink="false">http://danielsmith.wordpress.com/?p=54</guid>
		<description><![CDATA[core task that  programmers face to make intelligent life like behavior for NPC&#8217;s are - the expression of emotion - sychronization of both speech and gestures - personality of both body movement and facial display - coordination of the embodied conversational behaviour of multiple characters possibly including the user and the design of artificial minds [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=danielsmith.wordpress.com&amp;blog=1734938&amp;post=54&amp;subd=danielsmith&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>core task that  programmers face to make intelligent life like behavior for NPC&#8217;s are</p>
<p>- the expression of emotion</p>
<p>- sychronization of both speech and gestures</p>
<p>- personality of both body movement and facial display</p>
<p>- coordination of the embodied conversational behaviour of multiple characters possibly including the user and the design of artificial minds for synthetic characters.</p>
<p>3D topology analyzer is an analyzer which analysis the landscapes for certen locations, hiding places and to have the ability to position cameras properly. </p>
<p>Path finding is a way for NPC&#8217;s to travel from one place to an other by using 3D topology to find a way from one part of a world to another place on the same world but as the world may change so does the path finder as there may be a faster way to the point it is going, without path finding the game may seam boring as NPC&#8217;s will not move so the will not pick up objects, hide, or make and use tactics. but there may be be problems with the path finder so NPC&#8217;s may seam to be doing strange thing eg running into walls.</p>
<p>next genalralion games will need to have automatic path finding data generation process as</p>
<p>    </p>
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		<title>Animation Systems</title>
		<link>http://danielsmith.wordpress.com/2008/03/03/animation-systems/</link>
		<comments>http://danielsmith.wordpress.com/2008/03/03/animation-systems/#comments</comments>
		<pubDate>Mon, 03 Mar 2008 11:08:20 +0000</pubDate>
		<dc:creator>Death Lives Uk</dc:creator>
				<category><![CDATA[Games Research]]></category>

		<guid isPermaLink="false">http://danielsmith.wordpress.com/?p=46</guid>
		<description><![CDATA[The disadvantages of a mesh based character system is for an example if you have 300 vertices for a hand and you have 10 frames time them together 300 X 10 = 3000 vertices that takes up memory which can slows down the computes. The advantages of skeletal animation system is the &#8220;bones&#8221; are linked to [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=danielsmith.wordpress.com&amp;blog=1734938&amp;post=46&amp;subd=danielsmith&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://danielsmith.files.wordpress.com/2008/02/weight-1.jpg" title="weight"></a>The disadvantages of a mesh based character system is for an example if you have 300 vertices for a hand and you have 10 frames time them together 300 X 10 = 3000 vertices that takes up memory which can slows down the computes.</p>
<p>The advantages of skeletal animation system is the &#8220;bones&#8221; are linked to the mesh so went yopu move a bone the mesh vertixes moves acording to how the bone has moved.</p>
<p>The picture below/left is a picture of a skeletal, the picture below/right is a picture of the mesh and the skeletal combinded. </p>
<p>&#8220;weight&#8221; each vertex individually means</p>
<p><img src="http://danielsmith.files.wordpress.com/2008/02/bones2.jpg?w=468" alt="bones" /><img src="http://danielsmith.files.wordpress.com/2008/02/mesh.jpg?w=468" alt="mesh" /></p>
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			<media:title type="html">bones</media:title>
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		<title>Artificial Intelligence (AI)</title>
		<link>http://danielsmith.wordpress.com/2008/02/28/artificial-intelligence-ai/</link>
		<comments>http://danielsmith.wordpress.com/2008/02/28/artificial-intelligence-ai/#comments</comments>
		<pubDate>Thu, 28 Feb 2008 11:32:46 +0000</pubDate>
		<dc:creator>Death Lives Uk</dc:creator>
				<category><![CDATA[Games Research]]></category>

		<guid isPermaLink="false">http://danielsmith.wordpress.com/?p=52</guid>
		<description><![CDATA[NPC stands for non-playable character, the term means the characters/creatures that are greneratged by the game that the player/s can not play, the game it self controls the NPC&#8217;s. This is an example of two NPC&#8217;s from the game Guild Wars. The core tasks of an NPC is (if you take a humanoid kind creature that can talk as [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=danielsmith.wordpress.com&amp;blog=1734938&amp;post=52&amp;subd=danielsmith&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>NPC stands for non-playable character, the term means the characters/creatures that are greneratged by the game that the player/s can not play, the game it self controls the NPC&#8217;s.</p>
<p><a href="http://danielsmith.files.wordpress.com/2008/02/ai.jpg" title="AI GW"><img src="http://danielsmith.files.wordpress.com/2008/02/ai.thumbnail.jpg?w=468" alt="AI GW" /></a>This is an example of two NPC&#8217;s from the game Guild Wars.<font face="#mce_temp_font#"> </font></p>
<p><font face="#mce_temp_font#"></font>The core tasks of an NPC is (if you take a humanoid kind creature that can talk as a example) to synchonization of synthetic speech and gestures, the expession of emotion and some personaliy as to the body movement and facial display.</p>
<p>For the NPC&#8217;s to move like this and to move intelligenly, identify hiding posions or even generally analyse the 3D topology the NPC requires certain data, this data must cover these:</p>
<p>It must IDENTIFY ALL POTENIAL LOACTIONS FROM WHERE AN ENEMY CAN EASYLY SHOOT AND HIDE.</p>
<p>Accurate world navigation is also know as Path-finding.</p>
<p>Accurate world navigation (path-finding) is subdivided in two main categories, they are called world navigation and local navigation, World natigation way of understand rooms, door and the genral geography is to work out a way to get a player or character from point 1 to point 2 and so on in the world. understanding the world can be very complex and many solutions have been attempted, one of the solutions has been that NPCs follow  a pre-processed map that has been built in general terms using the original map floors. the pro process detects floor pieces, which has been flagged as such by its map builder, and builds itself into a simlified map of the world  with just the floors, so that the NPCs cannot approach the walls as they are following the map of the floor.</p>
<p>Now there is Local navigation, we may have a rount to get our NPCs from where he is in the world and where he thinks he heard a noise but you cannot just follow this and expect great looking results. Paths of this nature tend to be very specific for a given purpose. When you are running through corridors from one room to another it is fine, but if you are trying to guide him around a large room, the path node approach tends to end up with some weird looking path-finding. These routes are also not dynamic. Because they are pre-built, they do not tend to take into account any dynamic changes in the world. Tables may have been moved, chairs destroyed, walls have been blasted in and, of course, people move. This is where local navigation differs from world navigation. It has to take into account the local world and navigate the NPC through it. It has to know what is around, what paths exist that it can take and decide which one to take.</p>
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			<media:title type="html">AI GW</media:title>
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		<title>Culling Methods</title>
		<link>http://danielsmith.wordpress.com/2007/12/10/culling-methods/</link>
		<comments>http://danielsmith.wordpress.com/2007/12/10/culling-methods/#comments</comments>
		<pubDate>Mon, 10 Dec 2007 10:48:55 +0000</pubDate>
		<dc:creator>Death Lives Uk</dc:creator>
				<category><![CDATA[Games Research]]></category>

		<guid isPermaLink="false">http://danielsmith.wordpress.com/2007/12/10/culling-methods/</guid>
		<description><![CDATA[Three thousand triangles pose a problem as game coders cannot handle that amount of triangles with a current 3D card and still maintain 60fps, this is because the Card cannot handle that many. To overcome this problem the game coders need to do some coding to remove those polygons, that are not Visible before they [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=danielsmith.wordpress.com&amp;blog=1734938&amp;post=37&amp;subd=danielsmith&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Three thousand triangles pose a problem as game coders cannot handle that amount of triangles with a current 3D card and still maintain 60fps, this is because the Card cannot handle that many.</p>
<p>To overcome this problem the game coders need to do some coding to remove those polygons, that are not Visible before they are sent to the 3D card. The difference between Marketing and Real world polygons rates are that, 3D card manufactures tells us that there 3D card can handle a huge amount of polygons went in the real world in can only handle an 1/8 the manufactures say it can use.- The lowest rendering unit that all graphic cards use is a three-point polygon (triangle) as almost all hardware is one.</p>
<p>The advantages and disadvantages of using Higher-order surfaces are…</p>
<p>Advantages    : &#8211; They describe geometry with a mathematics expression.</p>
<p>                         : &#8211; they let you to decide how many polygons we want.</p>
<p>Disadvantage : &#8211; some edges are smoothened that you may what to stay hard looking</p>
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		<title>History to Present day</title>
		<link>http://danielsmith.wordpress.com/2007/11/19/history-to-present-day/</link>
		<comments>http://danielsmith.wordpress.com/2007/11/19/history-to-present-day/#comments</comments>
		<pubDate>Mon, 19 Nov 2007 16:17:34 +0000</pubDate>
		<dc:creator>Death Lives Uk</dc:creator>
				<category><![CDATA[Animation]]></category>

		<guid isPermaLink="false">http://danielsmith.wordpress.com/2007/11/19/history-to-present-day/</guid>
		<description><![CDATA[Animation, you might be able to say that it has been around seems the stone age (prehistoric times) were humans at the time painted on cave walls.but i believe that that was gust there art, to me animation started went a cleaver man called Paul Mark Roget discovered the Persistence of vision, although some people [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=danielsmith.wordpress.com&amp;blog=1734938&amp;post=34&amp;subd=danielsmith&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Animation, you might be able to say that it has been around seems the stone age (prehistoric times) were humans at the time painted on cave walls.but i believe that that was gust there art, to me animation started went a cleaver man called Paul Mark Roget discovered the Persistence of vision, although some people say its a mith.</p>
<p>From this, a &#8220;toy&#8221; called a Thaumatrope was invented by Sir John Herschel but its well-known that Dr. John A. Paris was the inventor. The Thaumatrope was a piece of disk or card attached to two pieces of string. When the strings are twirled quickly between the fingers the two pictures appear to combine into a single image.This was invented in the year 1824. To see a thaumatrope pictures please go on the link on the right hand side for courses.ncssm.edu/gallery/collections/toys/html/exhibit06.htm</p>
<p>11 years later a man invented the phenakistoscope, the man name is Joseph Plateau but Simon von Stampfer of Vienna how also independently invented a similar device in the same year which he called a &#8220;stroboscope&#8221;. The phenakistoscope was a spinning disc mounted  vertically on a handle. Around the center of the disc a series of pictures was  drawn corresponding to frames of the animation. To have a look at a phenakistoscope please go on the link on the right hand side for brightbytes.com/collection/phena.htm</p>
<p>In the year 1834, a man called William Horner invented the Zoetrope, a zoetrope is a cylinder with slits cut verticallyin the sides. Beneath the slits in side of cylinder is a strip which has individual frames from a set of sequenced drawings . As the cylinder spins, the user looks through the slits at the pictures on the opposite side of the cylinder&#8217;s interior. The scanning of the slits keeps the pictures from simply blurring together, so that the user sees a rapid succession of images producing the illusion of motion, the equivalent of a<br />
was invented in country-region France:country-region&gt; in 1877 by Charles-Émile Reynaud.</p>
<p class="MsoNormal" style="margin:0;">Like the zoetrope, it used a strip of pictures placed around the inner surface of a spinning cylinder. The praxinoscope improved on the zoetrope by replacing its narrow viewing slits with an inner circle of mirrors, placed so that the reflections of the pictures appeared more or less stationary in position as the wheel turned. Someone looking in the mirrors would therefore see a rapid succession of images producing the illusion of motion, with a brighter and less distorted picture</p>
<p>The Praxinoscope was invented in France in 1877 by Charles-Émile Reynaud.<br />
Like the zoetrope, it used a strip of pictures placed around the inner surface of a spinning cylinder. The praxinoscope improved on the zoetrope by replacing its narrow viewing slits with an inner circle of mirrors, placed so that the reflections of the pictures appeared more or less stationary in position as the wheel turned. Someone looking in the mirrors would therefore see a rapid succession of images producing the illusion of motion, with a brighter and less distorted picture.To see an image of one please on on the link blove</p>
<p><a href="http://courses.ncssm.edu/GALLERY/collections/toys/html/exhibit11.htm">http://courses.ncssm.edu/GALLERY/collections/toys/html/exhibit11.htm</a></p>
<p> The first flip book appeared in September, 1868, when it was patented by John Barnes Linnet under the name kineograph(&#8220;moving picture&#8221;). They were the first form of animation to form sequence of images. The German film pioneer, Max Skladanowsky, first exhibited his serial photographic images in flip book form in 1894, as he and his brother Emil did not develop their own film projector until the following year. In 1894, Herman Casler invented a mechanized form of flip book called the Mutoscope, which mounted the pages on a central rotating cylinder rather than binding them in a book. The mutoscope remained a popular attraction through the mid-20th century, appearing as coin-operated machines in penny arcades and amusement parks. In 1897, the English filmmaker Henry William Short marketed his &#8220;Filoscope&#8221;, which was a flip book placed in a metal holder to facilitate flipping.</p>
<p>Then in the year 1923 Walt Disney made a mark in time, black and white TV were coming out( With sound but no voices yet) he makes &#8220;ALICE IN WONDERLAND&#8221; which powers him to the Greatest Animator/ Directer</p>
<p>To read more information on Walt Disney Please click on the link below</p>
<p><a href="http://studioservices.go.com/disneystudios/history.html">http://studioservices.go.com/disneystudios/history.html</a></p>
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		<title>Level Design</title>
		<link>http://danielsmith.wordpress.com/2007/11/12/level-design/</link>
		<comments>http://danielsmith.wordpress.com/2007/11/12/level-design/#comments</comments>
		<pubDate>Mon, 12 Nov 2007 10:42:08 +0000</pubDate>
		<dc:creator>Death Lives Uk</dc:creator>
				<category><![CDATA[Games Research]]></category>

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		<description><![CDATA[Its not which I value most to be a successful games designer, you need to now both qualities or I’ll be doomed to fail. This is like “Yin and Yang” as without the art the “science” cannot work and vies verses. Without architectural experience you will not now the dimensions of an “orderly” building EG. [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=danielsmith.wordpress.com&amp;blog=1734938&amp;post=36&amp;subd=danielsmith&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p style="margin:0;" class="MsoNormal"><font face="Times New Roman">Its not which I value most to be a successful games designer, you need to now both qualities or I’ll be doomed to fail.</font></p>
<p style="margin:0;" class="MsoNormal"><font face="Times New Roman">This is like “Yin and Yang” as without the art the “science” cannot work and vies verses. </font></p>
<p style="margin:0;" class="MsoNormal"><font face="Times New Roman">Without architectural experience you will not now the dimensions of an “orderly” building EG. If what to make a skyscraper from New York you don’t what to make one from England Manchester as it looks like something you find there and with the wrong dimensions as all the floors/levels are different sizes.<span>  </span></font></p>
<p style="margin:0;" class="MsoNormal"><font face="Times New Roman">Without tradition art you cart get the feel of </font></p>
<p style="margin:0;" class="MsoNormal"><font face="Times New Roman">A Digital architect is a program that makes 3D environments look spectacular then early years of gaming industry, went there was no <span> </span><span> </span></font></p>
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		<title>Importance of a Renderer</title>
		<link>http://danielsmith.wordpress.com/2007/11/12/importance-of-a-renderer/</link>
		<comments>http://danielsmith.wordpress.com/2007/11/12/importance-of-a-renderer/#comments</comments>
		<pubDate>Mon, 12 Nov 2007 10:30:19 +0000</pubDate>
		<dc:creator>Death Lives Uk</dc:creator>
				<category><![CDATA[Games Research]]></category>

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		<description><![CDATA[Key: -  50% of CPU’s processing time is spent             Application Program Interface             3D objects stored as points in the 3D world             In a good engine it can be possible to completely replace the rendered with a new one and not touch a line of game code. Many cross-platforms such as unreal engine [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=danielsmith.wordpress.com&amp;blog=1734938&amp;post=35&amp;subd=danielsmith&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><font face="Times New Roman"></p>
<p style="margin:0;" class="MsoNormal">Key: -<span>  </span>50% of CPU’s processing time is spent</p>
<p style="margin:0;" class="MsoNormal"><span>            </span><strong>A</strong>pplication <strong>P</strong>rogram <strong>I</strong>nterface</p>
<p style="margin:0;" class="MsoNormal"><span>            </span>3D objects stored as points in the 3D world</p>
<p style="margin:0;" class="MsoNormal"><span>            </span>In a good engine it can be possible to completely replace the rendered with a new one and not touch a line of game code. Many cross-platforms such as unreal engine and many “home-grown” console engines do just that</p>
<p style="margin:0;" class="MsoNormal">&nbsp;</p>
<p></font></p>
<p style="margin:0;" class="MsoNormal"><font face="Times New Roman">Rend</font><font face="Times New Roman">ng is the most importance as without rendering you will not be able to see anything as it visualises the scene for the player, so the player can make – decision based on what is seen. </font></p>
<p><font face="Times New Roman">CPU’s spend on avenge 50% of there processing time. </font></p>
<p style="margin:0;" class="MsoNormal"><font face="Times New Roman">API stands for <strong>A</strong>pplication <strong>P</strong>rogram <strong>I</strong>nterface</font></p>
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		<title>History and Purpose Of Concent Art</title>
		<link>http://danielsmith.wordpress.com/2007/10/28/history-and-purpose-of-concent-art/</link>
		<comments>http://danielsmith.wordpress.com/2007/10/28/history-and-purpose-of-concent-art/#comments</comments>
		<pubDate>Sun, 28 Oct 2007 20:09:21 +0000</pubDate>
		<dc:creator>Death Lives Uk</dc:creator>
				<category><![CDATA[Concept Art]]></category>

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		<description><![CDATA[Concept Art has been in use since the 1930&#8242;s by the animation industry who was using drawning and painted images which shown the look, feel, design, colors, etc&#8230;of the animated movie to be made.The purpuse of this is a visual image of a design, idea, and/or mood for use in films, before it is put [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=danielsmith.wordpress.com&amp;blog=1734938&amp;post=31&amp;subd=danielsmith&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><span><span><span><span style="font-family:Arial;"><font size="3"><a href="http://danielsmith.files.wordpress.com/2007/10/gw_31.jpg" title="cavern"></a><font size="3"></font><font size="3"></font>Concept Art has been in use since the 1930&#8242;s by the animation industry who was using drawning and painted images which shown the look, feel, design, colors, etc&#8230;of the animated movie to be made.</font></span><span><font size="3">The purpuse of this is a visual image of a design, idea, and/or mood for use in films, before it is put into the final product.</font></span><font size="3"><span style="font-family:Arial;">This is the starting idea of what is needed before being made into a film production. Before characters, worlds, or items are created, images are made to show what these things should look like, often based on a writers description or </span><span style="font-family:Arial;">sketches.</span><span style="font-family:Georgia;"></span></font><font size="3"><span style="font-family:Arial;">Concept Art is the illustrated visualization of ideas. This is now used more </span><span style="font-family:Arial;">with </span><span style="font-family:Arial;">artists working in the automobile and video games industries, being better known as &#8220;visual development&#8221; by the games industry.</span></font></span></span></span></p>
<p><span><span><span><font size="3"><span style="font-family:Arial;"> </span></font></span></span></span><span><span><span></span></span></span><span><span><span></span></span></span><span><span><span></span></span></span><span><span><span></span></span></span><span><span><span><span>Visual development artists create from imagination and at times photo reference, in order to design new characters, new worlds, landscapes, creatures, vehicles, or items which have never before existed. This is how some objects, such as in the the picture of a caven complex used in the game <strong>“Guild Wars”, </strong>which was made into a 3D landscape. </span></span></span></span><span><span><span></p>
<p style="background:#f8fcff;"><span><span><span><span><span><font size="3"><a href="http://danielsmith.files.wordpress.com/2007/10/gw_31.jpg" title="cavern"><img src="http://danielsmith.files.wordpress.com/2007/10/gw_31.jpg?w=468" alt="cavern" /></a></font></span></span></span></span></span></p>
<p></span></span></span></p>
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		<title>what is a games engine?</title>
		<link>http://danielsmith.wordpress.com/2007/10/15/what-is-a-games-engine/</link>
		<comments>http://danielsmith.wordpress.com/2007/10/15/what-is-a-games-engine/#comments</comments>
		<pubDate>Mon, 15 Oct 2007 09:04:16 +0000</pubDate>
		<dc:creator>Death Lives Uk</dc:creator>
				<category><![CDATA[Games Research]]></category>

		<guid isPermaLink="false">http://danielsmith.wordpress.com/2007/10/15/what-is-a-games-engine/</guid>
		<description><![CDATA[wip  wip wip wip wip A games engine is the core of any game, this enables the game to run on multiple platforms such as game consoles. This also enables the game to run on Desktop operating systems such as Microsoft Windows. The game engine includes a rendering engine for 2D,3D graphics, sound, scripting and animation. Multiple [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=danielsmith.wordpress.com&amp;blog=1734938&amp;post=25&amp;subd=danielsmith&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>wip  wip wip wip wip</p>
<p>A games engine is the core of any game, this enables the game to run on multiple platforms such as game consoles.</p>
<p>This also enables the game to run on Desktop operating systems such as Microsoft Windows.</p>
<p>The game engine includes a rendering engine for 2D,3D graphics, sound, scripting and animation.</p>
<p>Multiple different games have been know to be created by using the same game engine.</p>
<p>Reminder!!</p>
<p>Need more info + pics and some saples of games that use the same game engines</p>
<p>need to deveplep the page more</p>
<p>read pdf file type</p>
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