view 2015/0407.html @ 31:5789a3236295

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author Masataka Kohagura <kohagura@cr.ie.u-ryukyu.ac.jp>
date Tue, 21 Jul 2015 19:58:36 +0900
parents 7aa4d115e792
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  <title>seminar</title>

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</head>
<body>

<div class="presentation">

  <div class='slide cover'>
  <table width="90%" height="90%" border="0" align="center">
  <tr>
  <td><div align="center">
      <h1>Cerium Game Engine の Input Output の改良</h1>
      </div>
  </td>
  </tr>
      <tr>
      <td><div align="right">
          <name>Masataka Kohagura 7th, April , 2015</name>
      </div></td>
      </tr>
  </tr>
  </table>
  </div>

  <div id="cover">
    <h1>研究目的</h1>
        <ul>
            <li>
            当研究室では並列プログラミングフレームワーク Cerium Task Manager でプログラミングを行っている。
            </li>
            <li>
            Cerium は TaskManager の他に、Rendering Engine、SceneGraph で構成され、ゲームフレームワークとしても動作する。
            </li>
            <li>
            アクションゲームや格闘ゲームなどは入力情報を素早く処理し、その結果を入力とほぼ同時に反映させるとゲームプレイ時の遅延によるストレスが減る。
            </li>
            <li>
            入力情報をすぐに反映させることが嬉しいよね。
            </li>
        </ul>
  </div>

  <div id="cover">
    <h1>現在していること</h1>
        <ul>
            <li>
            とりあえず Test をひと通り実行
            </li>
            <li>
            collada、ieshoot を参考に SceneGraph の全体像を把握しようとしている。
            </li>
        </ul>
  </div>

  <div id="cover">
    <h1>気になる点</h1>
        <ul>
            <li>
            ieshoot の自機が入力に対するレスポンスが体感 8F ~ 10F(0.1秒ほど遅れる)
            </li>
        </ul>
  </div>

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    <img src="./images/sqrWave.png" width="50%" height="">
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