Development of 3D models for implementing game environments

dc.contributor.authorChornyi, Danyilen_US
dc.contributor.authorMoiseienko, Nataliaen_US
dc.contributor.authorMoiseienko, Mykhailoen_US
dc.contributor.authorVlasenko, Katerynaen_US
dc.date.accessioned2026-05-21T06:47:25Z
dc.date.available2026-05-21T06:47:25Z
dc.date.issued2025
dc.description.abstractThis paper presents a comprehensive approach to developing 3D models for implementing game environments in computer games, with emphasis on both traditional modeling techniques and contemporary optimization strategies. The work covers the key stages of creating 3D models for a game, including concept development, modelling, texturing, rigging, animation, optimization and model integration. The popular Blender software package is used as the primary tool for 3D modelling and animation. The result is a set of futuristic-style chess piece models with neon lighting on a chessboard, with two robot chess players serving as avatars to demonstrate gameplay. Our approach is contextualized within current industry trends, including the integration of simulation data (CFD/FEA) with real-time rendering, advanced Level-of-Detail (LOD) algorithms, and emerging procedural content generation techniques using GANs and mixed-initiative systems. Performance analysis demonstrates that the implemented optimization techniques, including GPU-accelerated rendering and texture batching, achieve frame rates exceeding 60 FPS for scenes with over 100,000 polygons. The models and animations created can be used in the development of a computer game for virtual reality, supporting both traditional displays and immersive VR headsets. This work highlights the synergy between artistic design and technical optimization in transforming traditional games into immersive modern experiences, while providing a framework applicable to broader game development contexts.en_US
dc.identifier.citation111en_US
dc.identifier.issn1613-0073
dc.identifier.urihttps://ekmair.ukma.edu.ua/handle/123456789/39595
dc.language.isoenen_US
dc.relation.source111en_US
dc.statusfirst publisheden_US
dc.subject3D modellingen_US
dc.subjectgame developmenten_US
dc.subjectBlenderen_US
dc.subjectcomputer graphicsen_US
dc.subjectanimationen_US
dc.subjectprocedural content generationen_US
dc.subjectrealtime renderingen_US
dc.subjectLevel-of-Detailen_US
dc.subjectGPU optimizationen_US
dc.subjectvirtual realityen_US
dc.subjectсonference materialsen_US
dc.titleDevelopment of 3D models for implementing game environmentsen_US
dc.typeConference materialsen_US
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