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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 Any good 3D book OpenGL Red book Real-time Generation of Random Tracks for 3D Racing Games Kurt Debattista 4 Assessment 50% Design/Implementation 30% Documentation/Inception Report 20% Presentation/Interview Real-time Generation of Random Tracks for 3D Racing Games Kurt Debattista 5 Main issues of APT High standard Implementation Random generation of track Game engine Interface Look and feel Extras Networking Artificial Intelligence Real-time Generation of Random Tracks for 3D Racing Games Kurt Debattista 6 Random Generation of Track Random track generation Bézier curves Other methods Built from basic components Infinite track Amount of curvature controls difficulty Performance issues (for real-time creation) Circular track Find suitable algorithm Real-time Generation of Random Tracks for 3D Racing Games Kurt Debattista 7 Game Engine Traditional game engine design Game loop Collision detection Simple physics modelling During collision Acceleration / deceleration Hover effects (?) Real-time Generation of Random Tracks for 3D Racing Games Kurt Debattista 8 Interface and Look and Feel Interface design Interaction with models Settings Look and feel Characteristic (signature) Futuristic Non-photo realistic rendering Real-time Generation of Random Tracks for 3D Racing Games Kurt Debattista 9 Extras Artificial Intelligence Simple AI Advanced model AI Networking 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) Analysis/Design Work plan Report 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 15 minute presentation 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 All the best! Good luck! Work hard! Have fun! Real-time Generation of Random Tracks for 3D Racing Games Kurt Debattista 14