Using Real-Time Ray Tracing in Game Action-Adventure ANGKARA "The Rise of Asura"

Authors

  • Putu Wirayudi Aditama Pusat Studi Digitalisasi Budaya Bali (Institut Bisnis dan Teknologi Indonesia), Indonesia
  • I Gede Adi Sudi Anggara Pusat Studi Digitalisasi Budaya Bali (Institut Bisnis dan Teknologi Indonesia), Indonesia
  • Jilmi Alparizi Pusat Studi Digitalisasi Budaya Bali (Institut Bisnis dan Teknologi Indonesia), Indonesia

DOI:

10.33395/sinkron.v8i3.13826

Keywords:

Indonesian Game Industry, Action-Adventure Game Model, Game Development, Ray Tracing

Abstract

The pressing problems facing the games industry in Indonesia are first, the lack of developers who can meet the needs of the local market and the lack of adaptation of local content in games. Second, how to improve the optimization of the Ray Tracing process? To overcome these challenges, this research aims to design and build an action-adventure game model using Unreal Engine 5. By developing the Real-Time Ray Tracing (RTRT) feature. The game design will also utilize the latest technology such as Ray Tracing, and artificial intelligence to create an immersive and realistic gaming experience.  The method used in this research is GDLC (Game Development Life Cycle). The results of research using black box testing with components, character responsiveness, basic attacks, interaction with the environment, defense, enemy behavior, and optimization of Ray Tracing state that it has been validated.

GS Cited Analysis

Downloads

Download data is not yet available.

References

Allsop, Y., & Jesse, J. (2015). Teachers’ experience and reflections on game-based learning in the primary classroom: Views from England and Italy. International Journal of Game-Based Learning, 5(1), 1–17. https://doi.org/10.4018/ijgbl.2015010101

Boros, E., Gurvich, V., Ho, N. B., Makino, K., & Mursic, P. (2023). Impartial games with decreasing Sprague–Grundy function and their hypergraph compound. International Journal of Game Theory. https://doi.org/10.1007/s00182-023-00850-7

Dhote, D., Virmani, C., Rachna, M., Krishna, K. G., & Raghav, S. (2020). The Science of Ray Tracing. In International Journal of Computer Applications (Vol. 176, Issue 42).

Fauzan, A. (2022). Pengembangan Game Action Sejarah Kerajaan Siak Sri Indrapura Bergenre Role Play Game. Jurnal Ilmiah Teknik Informatika Dan Sistem Informasi, 11(3), 753–762.

Gintere, I., Rovithis, E., Bakk, Á. K., & Misjuns, A. (2024). ImGame Project: A Comprehensive Theory of Immersive Aesthetics and Innovation in Serious Gaming. International Journal of Game-Based Learning, 14(1). https://doi.org/10.4018/IJGBL.338218

Gunawardhana, L. K. P. D., & Palaniappan, P. S. (2016). Using Multimedia as an Education Tool. 9th Annual International Conference on Computer Games Multimedia & Allied Technologies (CGAT 2016) Using, APRIL 2013, 98–101. https://doi.org/10.5176/2251-1679

Harahap, S. H., & Ramadan, Z. H. (2021). Dampak Game Online Free Fire Terhadap Hasil Belajar Siswa Sekolah Dasar. Jurnal Basicedu, 5(3), 1304–1311. https://doi.org/10.31004/basicedu.v5i3.895

Laksmita, N. C., Fairul Filza, M., & Setiaji, B. (2023). Game Bertema Cerita Rakyat “Si Kerudung Merah Dan Sang Serigala” dengan Metode Pengembangan Game Development Life Cycle. Media Online), 4(1), 317–322. https://doi.org/10.30865/klik.v4i1.1127

Liminanto, R. B. (2019). Pengaruh Bermain Game online terhadap Disiplin Belajar Siswa. KONSELING: Jurnal Ilmiah Penelitian Dan Penerapannya, 1(2). https://doi.org/10.31960/konseling.v1i2.351

McIntosh, T. H., Weinel, J., & Cunningham, S. (2022). Lundheim: Exploring Affective Audio Techniques in an Action-Adventure Video Game. ACM International Conference Proceeding Series, 155–158. https://doi.org/10.1145/3561212.3561234

Mulati, Y. (2022). Analisis Penggunaan Teknologi Metaverse terhadap Pembentukan Memori pada Proses Belajar. Ideguru: Jurnal Karya Ilmiah Guru, 8(2), 120–128. https://doi.org/10.51169/ideguru.v8i2.480

MUSIRAWAS Lubuklinggau, S., & Rahmawati, E. (2018). VIDEO GAME RPG NUSANTARA LEGACY. In Jusikom : Jurnal Sistem Komputer Musirwas (Vol. 3, Issue 1).

Pasqualotto, A., Parong, J., Green, C. S., & Bavelier, D. (2023). Video Game Design for Learning to Learn. International Journal of Human-Computer Interaction, 39(11), 2211–2228. https://doi.org/10.1080/10447318.2022.2110684

Ren, J., Xu, W., & Liu, Z. (2024). The Impact of Educational Games on Learning Outcomes: Evidence From a Meta-Analysis. International Journal of Game-Based Learning, 14(1). https://doi.org/10.4018/IJGBL.336478

Rohmawati, I., & Menarianti, I. (2019). PENGEMBANGAN GAME EDUKASI TENTANG BUDAYA NUSANTARA “TANARA” MENGGUNAKAN UNITY 3D BERBASIS ANDROID. http://www.jurnal.umk.ac.id/sitech

Wang, J., Xiao, H., & Wang, H. (2022). Ray Tracing Acceleration Algorithm Based on FaceMap. Mathematical Problems in Engineering, 2022. https://doi.org/10.1155/2022/8961577

Downloads


Crossmark Updates

How to Cite

Aditama, P. W., Anggara, I. G. A. S. ., & Alparizi, J. (2024). Using Real-Time Ray Tracing in Game Action-Adventure ANGKARA "The Rise of Asura". Sinkron : Jurnal Dan Penelitian Teknik Informatika, 8(3), 1967-1975. https://doi.org/10.33395/sinkron.v8i3.13826