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Real-time Generation of
Random Tracks for 3D Racing
Games
Supervisor: Kurt Debattista
Observer: Joe Cordina
APT

Advanced practical task serve the
purpose of allowing students to design,
implement and document a medium to
large project




Student initiative
Understand task + design
Research into possible solutions
Work alone under supervisor’s guidance
Real-time Generation of Random Tracks for 3D Racing Games
Kurt Debattista
2
Overview

Generate a futuristic 3D racing game
where a random track is generated
through the use of Bézier curve
Real-time Generation of Random Tracks for 3D Racing Games
Kurt Debattista
3
Literature
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Any good 3D book
OpenGL Red book
Real-time Generation of Random Tracks for 3D Racing Games
Kurt Debattista
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Assessment
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50% Design/Implementation
30% Documentation/Inception Report
20% Presentation/Interview
Real-time Generation of Random Tracks for 3D Racing Games
Kurt Debattista
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Main issues of APT
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High standard
Implementation
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Random generation of track
Game engine
Interface
Look and feel
Extras
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Networking
Artificial Intelligence
Real-time Generation of Random Tracks for 3D Racing Games
Kurt Debattista
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Random Generation of Track
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Random track generation
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Bézier curves
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Other methods
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Built from basic components
Infinite track
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Amount of curvature controls difficulty
Performance issues (for real-time creation)
Circular track
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Find suitable algorithm
Real-time Generation of Random Tracks for 3D Racing Games
Kurt Debattista
7
Game Engine
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Traditional game engine design
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Game loop
Collision detection
Simple physics modelling
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During collision
Acceleration / deceleration
Hover effects (?)
Real-time Generation of Random Tracks for 3D Racing Games
Kurt Debattista
8
Interface and Look and Feel
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Interface design
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Interaction with models
Settings
Look and feel

Characteristic (signature)
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Futuristic
Non-photo realistic rendering
Real-time Generation of Random Tracks for 3D Racing Games
Kurt Debattista
9
Extras
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Artificial Intelligence
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Simple AI
Advanced model AI
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Networking
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AI with distinctive characteristics
Multiplayer – beware of synchronisation
Advanced graphics

Graphics overload
Real-time Generation of Random Tracks for 3D Racing Games
Kurt Debattista
10
Documentation

Inception report (Thursday 28th February)
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Analysis/Design
Work plan
Report
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Detailed analysis of problem
Discussion of solution (+ others considered)
Detailed description of data structures and
algorithms used
Real-time Generation of Random Tracks for 3D Racing Games
Kurt Debattista
11
Presentation
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15 minute presentation
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Choice of material
Knowledge of subject
Clarity
Interview

Answer questions related to APT
Real-time Generation of Random Tracks for 3D Racing Games
Kurt Debattista
12
Interaction



Expect to report to supervisor every
other week Thursday
Who cannot attend must mail in
progress report + work in progress
demo
First meeting Thursday 28th February
Real-time Generation of Random Tracks for 3D Racing Games
Kurt Debattista
13
The end
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All the best!
Good luck!
Work hard!
Have fun!
Real-time Generation of Random Tracks for 3D Racing Games
Kurt Debattista
14