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Transcript
Introduction
In this assignment I will be giving information on different game engines on a few different platforms
such as console games and mobile games and also 2D and 3D engines. There are many different
game engines which developers use such as the fox engine konami use this is used the game Pro
Evolution Soccer 2015 but it was originally used in PES 2014. Mobile games have also become quite
popular in the last few years. Some classic games on consoles can now be played on mobile such as
Grand Theft Auto 3, Vice City and San Andreas in these remake versions of the game on mobile there
are some differences such as better graphics and better draw distance and better image quality
Physics
Recently I have been making physics on a program called scratch basically how I did this was using
the different tools in the program to craft together game physics
Computer game Physics –uncanny valley – realistic vs unrealistic
Define physics
Physics are more or less collision detection one example of physics could be two cars crashing into
each other or even a football hitting the goal post in a football game. Physics can be found in lots of
popular in games such as Grand Theft Auto and FIFA
2 objects such as a ball and a car then you could program if the ball hit the car there would be a
collision and then the car could get damaged by changing the render on the car and putting up a
score.
Graphic rendering:
Graphics rendering is a rendering process that images go through to be implanted in a game they are
normally implanted to make the game world more realistic. Developers will put great detail into
graphics as some gamers can be very picky in terms of graphics. Most gamers will want the best
graphics possible as it makes the playing experience far better.
Culling methods (binary space partitioning (BSP),
Culling methods are basically getting rid of polygons which you cannot see when playing the
game. And what you can’t see in a different part of being inside a building
Portal based
An example of this Portal rendering which is defined by things such as being able to access
parts of the map in only one way and only being able to see certain parts of a city for
example when the player crosses a bridge to enter a new city you will not be mostly likely to
see the city you just came from this is most common in older GTA games
Rendering techniques
Rendering techniques are related to things such as reflection this allows the character to
look at him in a mirror but reflections can be noticed on more things in a game world such as
the reflection of an in-game vehicle. Lighting is used in many games it is used as an
enhancement in games to make certain places in the game look better
Textures;
Textures are something that is easily noticed throughout games such as fog and shadows these both
things are noticeable in a lot of games such as grand theft auto and assassins creed. Texture is
nowadays greatly improved as it was many years ago comparing them to older classic games. If you
compare two games such as Grand Theft Auto San Andreas and Grand Theft Auto 4 you will most
definitely see a difference in terms of texture of course you have to take into consideration that both
these games where made for two different consoles but still there is a big improvement in terms of
texture
Anti-aliasing;
Anti-aliasing is based around detail that has been put into textures such as a house or road in a game
world. In some games these settings can be changed. Below you can find a video describing antialiasing. The video basically describes how good anti-aliasing looks on different PC monitors. Level of
detail in games today is fantastic lots of detail is placed around everywhere in a game world such as
vehicles and the worlds scenery in general lots of work is put in to make these worlds look fantastic
and fell real as possible
https://www.youtube.com/watch?v=1fn0AjdTvqg
Animation systems:
The animation system is made to show the movement and behaviour of a character in a game for
example one character may be given a different stance of walking to show their personality.
Animations can be noticed in game cutscenes as well to show a particular movement of a character
at a specific part of the game
Forward and inverse kinematics
Kinematics is used to be implanted in character in a way it is sort of the same thing as AI. It seems
that the kinematics is used as a brain for the character so it can control the way it moves and give
the character emotions. This is also used for the character to teach you through world navigation so
you will always have a guide with you. These kinematics also control each body’s movement such as
their legs and arms this most likely controls the way a character will fight in game as well. This will
also help the AI carry out easy tasks such as hoping over a fence
Physics; effects;
In a football game the ball and player need physics so each one of them can move even though they
don’t have to respect the rules of physics. Physics play a huge part in the game world as they are
both connected to vehicles and characters and mostly control both of them. Say if a character is hit
by a vehicle in a game physics will control which way he will fall over. It’s sort of plays out the same
way in a football game to if a player tackles another player who has the ball the physics will also
control the way that player will fall.
Sound
Sound is a very important part of a game as it is used for making a better atmosphere in the game
especially in games such as Call of Duty and FIFA. The reason sound is good in football games is
because it gives a great atmosphere to the crowd and what happening on the pitch. Action
Adventure Games will use this sound technique to make there game worlds seem very realistic. This
is very noticeable in such games as Far Cry 4 and Grand Theft Auto 5 as they will both use
environmental sounds and from wildlife as well
Networking
Artificial intelligence: AI agents (bots, non-player characters); world navigation (pathfinding,
obstacle avoidance); behaviours; neural nets and fuzzy logic
Artificial intelligence is a type of intelligence which is implanted into a non-playable character so that
the character can carry out simple tasks such as shooting and running but on some occasions the AI
can be really annoying and stupid. The AI overall is generally meant to be smart so that is can find
paths that maybe the player doesn’t know about. Also the AI will find ways to avoid obstacles such
coming in the path of a low wall the AI will know to jump over it. The AI also controls the behaviour
of the non-playable character so it can be friendly or aggressive towards the player. In some games
you will notice the AI smarter than other games AI. Comparing police in Grand Theft Auto 4 to Grand
Theft Auto 5 you will notice that they are far more intelligent in GTA 5 than in GTA 4 but as always
there are ways to escape police easily. But the AI in police officers are greatly improved especially in
gun fights if you wanted level in high enough they will most definitely get the upper hand on you at
some stage as they prove to be more smarter. World navigation is when the AI will help you
understand the world better this is used in many games such as GTA and Call of Duty. Obstacle
avoidance is when an AI will try their best to avoid an obstacle so that they can continue on the path
they were taking.
Middleware: off-the-shelf components, e.g. rendering, physics, AI, animation, modelling, texturing,
sound
Middleware is basically everything you will notice in a game world such as AI, Sound, textures and
modelling these elements make up the game in general the AI is connected to non-playable
characters. The AI in games is either there to help you or kill you depending on if there friendly or
not. Sound is used in games to make the game more interesting especially sounds that can be heard
from animals as this normally gives off a good atmosphere.
Conclusion
In conclusion I have explained each factor of elements that can be seen and heard in games such as
sound and physics
https://software.intel.com/en-us/articles/character-animation-skeletons-andinverse-kinematics
For a pass you need to finish kinematics