Development of 3D models for implementing game environments
| dc.contributor.author | Chornyi, Danyil | en_US |
| dc.contributor.author | Moiseienko, Natalia | en_US |
| dc.contributor.author | Moiseienko, Mykhailo | en_US |
| dc.contributor.author | Vlasenko, Kateryna | en_US |
| dc.date.accessioned | 2026-05-21T06:47:25Z | |
| dc.date.available | 2026-05-21T06:47:25Z | |
| dc.date.issued | 2025 | |
| dc.description.abstract | This 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.citation | 111 | en_US |
| dc.identifier.issn | 1613-0073 | |
| dc.identifier.uri | https://ekmair.ukma.edu.ua/handle/123456789/39595 | |
| dc.language.iso | en | en_US |
| dc.relation.source | 111 | en_US |
| dc.status | first published | en_US |
| dc.subject | 3D modelling | en_US |
| dc.subject | game development | en_US |
| dc.subject | Blender | en_US |
| dc.subject | computer graphics | en_US |
| dc.subject | animation | en_US |
| dc.subject | procedural content generation | en_US |
| dc.subject | realtime rendering | en_US |
| dc.subject | Level-of-Detail | en_US |
| dc.subject | GPU optimization | en_US |
| dc.subject | virtual reality | en_US |
| dc.subject | сonference materials | en_US |
| dc.title | Development of 3D models for implementing game environments | en_US |
| dc.type | Conference materials | en_US |
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