Game AI in Delta3d
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Geoviewer3d: 3D Geographical Information Viewing
Ibero-American Symposium on Computer Graphics - SIACG (2006), pp. 1–4 P. Brunet, N. Correia, and G. Baranoski (Editors) GeoViewer3D: 3D Geographical Information Viewing Rafael Gaitán1, María Ten1, Javier Lluch1 y, Luis W. Sevilla2z 1Departamento de Sistemas Informáticos y Computación, Universidad Politécnica de Valencia, Camino de Vera s/n, 46022 2Consellería de Infraestructuras y Transporte, Avenida de Aragón Valencia, Spain Abstract Our State Government is developing a Geographical Information System (GIS), called gvSIG. This project follows the open source philosophy, and uses JAVA as development platform. Consequently, it is portable and can be used by anyone around the world. In this paper, we describe the design and architecture of a prototype for browsing 3D geospatial information. GeoViewer3D is a system that handles and displays worldwide satellite imagery in- cluding textures and elevation data. It has a modular architecture and an efficient 3D rendering system based on OpenSceneGraph. The system incorporates a disk cache to improve access to GIS data. The goal of this prototype is to join the gvSIG project as 3D information viewer. Categories and Subject Descriptors (according to ACM CCS): I.3.4 [Computer Graphics]: Graphics Utilities H.4 [Information Systems Applications]: 1. Introduction Recent advances in 3D technology are gradually enabling the development and exploitation of 3D graphical informa- A Geographical Information System (GISs) is an integrated tion systems [FPM99, Jon89]. New applications, like Nasa system that stores, analyzes, shares, edits and displays spa- World Wind or Google Earth have lately been developed. tial data and associated information. Recently GIS have be- Still, there are only a few 3D geographical information ap- come more important due to the great variety of application plications. -
Framework Para O Desenvolvimento De Experiências Virtuais Com Interacção Háptica
FACULDADE DE ENGENHARIA DA UNIVERSIDADE DO PORTO Framework para o Desenvolvimento de Experiências Virtuais com Interacção Háptica Telmo da Rocha Pereira Mestrado Integrado em Engenharia Informática e Computação Orientador: Prof. A. Augusto de Sousa Co-orientadora: Prof. ª Teresa Restivo Co-orientador: Prof. António Mendes Lopes 28 de Junho de 2010 Framework para o Desenvolvimento de Experiências Virtuais com Interacção Háptica Telmo da Rocha Pereira Mestrado Integrado em Engenharia Informática e Computação Aprovado em provas públicas pelo Júri: Presidente: Professor João Correia Lopes Vogal Externo: Professor António Ramires Fernandes Orientador: Professor António Augusto de Sousa 31 de Julho de 2010 Resumo A presente dissertação apresenta o trabalho efectuado na área do Desenvolvimento de Experiências Virtuais com Interacção Háptica, nomeadamente experiências relacionadas com o comportamento físico de objectos. Este trabalho enquadra-se numa perspectiva de poder introduzir o desenvolvimento de experiências virtuais com interacção háptica no ensino, estando definido como objectivo a concepção de um conjunto de metodologias que permitam criar este tipo de experiências de forma simples e rápida. Inicia-se assim o trabalho com uma revisão bibliográfica das áreas envolvidas, nomeadamente simulação por computador, computação gráfica, realidade virtual e interacção háptica. Seguidamente são investigadas e analisadas possíveis soluções actualmente existentes e passíveis de serem aplicadas. Dado que não se encontrou uma solução que satisfizesse as necessidades do problema, apresenta-se uma análise das tecnologias necessárias para conceber uma nova solução: motor gráfico, motor físico e dispositivo háptico. As duas primeiras tecnologias referidas são alvo de uma avaliação, que permite escolher, de entre um conjunto de opções, qual o motor gráfico e físico que melhor se adequa às necessidades. -
Openscenegraph (OSG)—The Cross-Platform Open Source Scene
Project Report Student: Katerina Taskova 3-year PhD student International Postgraduate School Jozef Stefan Ljubljana, Slovenia This project was a SIMLAB student internship project financed by a scholarship of the German Academic Exchange Service (DAAD) within the framework of the Stability Pact of Southern Eastern Europe funded by the German federal government. Period of the internship: 06.01.2009 - 29. 03.2009 Department: Computation in Engineering Faculty of Civil Engineering Technique University of Munich Advisor on the project: Dr. Martin Ruess Computation in Engineering Faculty of Civil Engineering Technique University of Munich Project description Idea The main idea was to incorporate user interactivity with simulation models during runtime in order to get an immediate response to model changes, a concept known as Computational Steering. This requires an implementation of a single-sided communication concept (with Massage Passing Interface, version MPI2) for the communication between simulation and visualization (two independently running processes with their own memory). Simulation The simulation process simulates the behavior of a real physical system. More specifically, it simulates the vibration (dynamic response) from a harmonic/periodic loading on thin plates. This process permanently produces results, scalar simulation data in sequential time steps, which are the input for the visualization process. Typically this calculation is numerical expensive and time-consuming. For this purpose was used a C++ implemented Finite-Element software package for dynamic simulation by Dr.Martin Ruess and it wasn’t a task for implementation in this project. Visualization The visualization process is the second independent process responsible exclusively for the visualization of the results generated with the thin plate vibration simulator. -
CSE 167: Introduction to Computer Graphics Lecture #9: Scene Graph
CSE 167: Introduction to Computer Graphics Lecture #9: Scene Graph Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016 Announcements Project 2 due tomorrow at 2pm Midterm next Tuesday 2 HP Summer Internship Calling all UCSD students who are interested in a computer science internship! San Diego can be a tough place to gain computer science experience as a student compared to other cities which is why I am so excited to present this positon to your sharp students! (There are 10 open spots for the right candidates) The position is with HP and will be for the duration of the upcoming summer. Here are a few details about the exciting opportunity. Company: HP Position Title: Refresh Support Technician Contract/Perm: 3-4 month contract Pay Rate: $13-15/hr based on experience Interview Process: Hire off of a resume Work Address: Rancho Bernardo location Top Skills: Refresh windows 7 & 8.1 experience Must have: Windows refresh 7 or 8.1 experience Minimum Vocational/Diploma/Associate Degree (technical field) Equivalent with 1-2 years of working experience in related fields, or Degree holder with no or less than 1 year relevant working experience. This is a competitive position and will move quickly. If you have any students who might be interested please have them contact me to be considered for this role. My direct line is 858 568 7582 . Curtis Stitts Technical Recruiter THE SELECT GROUP [email protected] | Web Site 9339 Genesee Avenue, Ste. 320 | San Diego, CA 92121 3 Lecture Overview Scene Graphs -
Game AI in Delta3d
Proceedings of the 2007 IEEE Symposium on Computational Intelligence and Games (CIG 2007) Game AI in Delta3D Christian J. Darken Bradley G. Anderegg Perry L. McDowell MOVES Institute/CS Dept. Alion Science and Technology Corp MOVES Institute Naval Postgraduate School banderegg at alionscience dot com Naval Postgraduate School cjdarken at nps dot edu mcdowell at nps dot edu Abstract—Delta3D is a GNU-licensed open source game space, we came up with a four-part philosophical credo upon engine with an orientation towards supporting “serious games” such as those with defense and homeland security applications. which we based building our game and simulation engine: AI is an important issue for serious games, since there is more pressure to “get the AI right”, as opposed to providing an 1. Maintain openness in all aspects to avoid lock-ins entertaining user experience. We describe several of our near- and increase flexibility. and longer-term AI projects oriented towards making it easier to build AI-enhanced applications in Delta3D. 2. Maintain the capability to support multiple genres, Keywords: Artificial Intelligence, Game Engines since we never know what type of application it will have to support next. I.INTRODUCTION Delta3D is a open source (Lesser GNU Public License 3. Build the engine in a modular fashion so that we (LPGL)) game engine created at the MOVES Institute, part can swap anything out as technologies mature at of the Naval Postgraduate School in Monterey. While different rates. originally designed for military game-based simulations, Delta3D can be used as the underlying architecture for a 4. -
Estudo Comparativo Entre Engines De Jogos
FACULDADE DE TECNOLOGIA, CIÊNCIAS E EDUCAÇÃO Graduação GRADUAÇÃO EM CIÊNCIA DA COMPUTAÇÃO Estudo comparativo entre engines de jogos Carlos Gabriel Agostinho Gonçalo Klinke Adinovam Henriques de Macedo Pimenta (Orientador) RESUMO A evolução das engines está agora se movendo para jogos mais realistas e tecnicamente ricos em vários campos, como a física, sons e renderização. Das primeiras engines até as engines mais atuais voltadas para jogos 3D, o objetivo do desenvolvimento permanece o mesmo: fornecer ao desenvolvedor uma plataforma para criar jogos exclusivos de tal maneira que os desenvolvedores não precisem escrever ou desenvolver o jogo a partir do zero, mas apenas implementar a ideia com a ajuda de uma engine. Desta maneira, muitos desenvolvedores (experientes ou iniciantes) têm encontrado nestas ferramentas a maneira mais simples, rápida e profissional de desenvolver novos jogos. Porém, com tantas engines disponíveis, o desenvolvedor precisa fazer uma escolha considerando os dados mais relevantes ao seu projeto. Este trabalho analisou dados de vários atributos relevantes ao processo de escolha considerando as 10 engines mais populares atualmente, servindo de conhecimento e auxílio à este processo decisório. Palavras-chave: Motores de jogos. Desenvolvimento de jogos. Jogos digitais. ABSTRACT The evolution of the game engines is now moving to more realistic and technically rich games in various fields such as physics, sounds and rendering. From the first enginesto the most current engines for 3D gaming, the goal of development remains the same: to provide the developer with a platform to create exclusive games in such a way that developers do not have to write or develop the game from scratch, but only implement the idea with the help of an engine. -
Openscenegraph 3.0 Beginner's Guide
OpenSceneGraph 3.0 Beginner's Guide Create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines Rui Wang Xuelei Qian BIRMINGHAM - MUMBAI OpenSceneGraph 3.0 Beginner's Guide Copyright © 2010 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. First published: December 2010 Production Reference: 1081210 Published by Packt Publishing Ltd. 32 Lincoln Road Olton Birmingham, B27 6PA, UK. ISBN 978-1-849512-82-4 www.packtpub.com Cover Image by Ed Maclean ([email protected]) Credits Authors Editorial Team Leader Rui Wang Akshara Aware Xuelei Qian Project Team Leader Reviewers Lata Basantani Jean-Sébastien Guay Project Coordinator Cedric Pinson -
Game Engines
Game Engines Martin Samuelčík VIS GRAVIS, s.r.o. [email protected] http://www.sccg.sk/~samuelcik Game Engine • Software framework (set of tools, API) • Creation of video games, interactive presentations, simulations, … (2D, 3D) • Combining assets (models, sprites, textures, sounds, …) and programs, scripts • Rapid-development tools (IDE, editors) vs coding everything • Deployment on many platforms – Win, Linux, Mac, Android, iOS, Web, Playstation, XBOX, … Game Engines 2 Martin Samuelčík Game Engine Assets Modeling, scripting, compiling Running compiled assets + scripts + engine Game Engines 3 Martin Samuelčík Game Engine • Rendering engine • Scripting engine • User input engine • Audio engine • Networking engine • AI engine • Scene engine Game Engines 4 Martin Samuelčík Rendering Engine • Creating final picture on screen • Many methods: rasterization, ray-tracing,.. • For interactive application, rendering of one picture < 33ms = 30 FPS • Usually based on low level APIs – GDI, SDL, OpenGL, DirectX, … • Accelerated using hardware • Graphics User Interface, HUD Game Engines 5 Martin Samuelčík Scripting Engine • Adding logic to objects in scene • Controlling animations, behaviors, artificial intelligence, state changes, graphics effects, GUI, audio execution, … • Languages: C, C++, C#, Java, JavaScript, Python, Lua, … • Central control of script executions – game consoles Game Engines 6 Martin Samuelčík User input Engine • Detecting input from devices • Detecting actions or gestures • Mouse, keyboard, multitouch display, gamepads, Kinect -
A Survey of Technologies for Building Collaborative Virtual Environments
The International Journal of Virtual Reality, 2009, 8(1):53-66 53 A Survey of Technologies for Building Collaborative Virtual Environments Timothy E. Wright and Greg Madey Department of Computer Science & Engineering, University of Notre Dame, United States Whereas desktop virtual reality (desktop-VR) typically uses Abstract—What viable technologies exist to enable the nothing more than a keyboard, mouse, and monitor, a Cave development of so-called desktop virtual reality (desktop-VR) Automated Virtual Environment (CAVE) might include several applications? Specifically, which of these are active and capable display walls, video projectors, a haptic input device (e.g., a of helping us to engineer a collaborative, virtual environment “wand” to provide touch capabilities), and multidimensional (CVE)? A review of the literature and numerous project websites indicates an array of both overlapping and disparate approaches sound. The computing platforms to drive these systems also to this problem. In this paper, we review and perform a risk differ: desktop-VR requires a workstation-class computer, assessment of 16 prominent desktop-VR technologies (some mainstream OS, and VR libraries, while a CAVE often runs on building-blocks, some entire platforms) in an effort to determine a multi-node cluster of servers with specialized VR libraries the most efficacious tool or tools for constructing a CVE. and drivers. At first, this may seem reasonable: different levels of immersion require different hardware and software. Index Terms—Collaborative Virtual Environment, Desktop However, the same problems are being solved by both the Virtual Reality, VRML, X3D. desktop-VR and CAVE systems, with specific issues including the management and display of a three dimensional I. -
Virtual Worlds and Conservational Channel Evolution and Pollutant Transport Systems (Concepts)
University of Mississippi eGrove Electronic Theses and Dissertations Graduate School 2012 Virtual Worlds and Conservational Channel Evolution and Pollutant Transport Systems (Concepts) Chenchutta Denaye Jackson Follow this and additional works at: https://egrove.olemiss.edu/etd Part of the Computer Engineering Commons Recommended Citation Jackson, Chenchutta Denaye, "Virtual Worlds and Conservational Channel Evolution and Pollutant Transport Systems (Concepts)" (2012). Electronic Theses and Dissertations. 147. https://egrove.olemiss.edu/etd/147 This Dissertation is brought to you for free and open access by the Graduate School at eGrove. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of eGrove. For more information, please contact [email protected]. VIRTUAL WORLDS AND CONSERVATIONAL CHANNEL EVOLUTION AND POLLUTANT TRANSPORT SYSTEMS (CONCEPTS) A Dissertation Submitted to the Faculty of the University of Mississippi in partial fulfillment of the requirements for the Degree of Doctor of Philosophy in the School of Engineering The University of Mississippi by CHENCHUTTA DENAYE CROSS JACKSON July 2012 Copyright © 2012 by Chenchutta Cross Jackson All rights reserved ABSTRACT Many models exist that predict channel morphology. Channel morphology is defined as the change in geometric parameters of a river. Channel morphology is affected by many factors. Some of these factors are caused either by man or by nature. To combat the adverse effects that man and nature may cause to a water system, scientists and engineers develop stream rehabilitation plans. Stream rehabilitation as defined by Shields et al., states that “restoration is the return from a degraded ecosystem back to a close approximation of its remaining natural potential” [Shields et al., 2003]. -
Game Programming Gems 7
Game Programming Gems 7 Edited by Scott Jacobs Charles River Media A part of Course Technology, Cengage Learning Australia • Brazil • Japan • Korea • Mexico • Singapore • Spain • United Kingdom • United States Publisher and General Manager, © 2008 Course Technology, a part of Cengage Learning. Course Technology PTR: Stacy L. Hiquet Associate Director of Marketing: ALL RIGHTS RESERVED. No part of this work covered by the copyright Sarah Panella herein may be reproduced, transmitted, stored, or used in any form or by any means graphic, electronic, or mechanical, including but not limited to Heather Manager of Editorial Services: photocopying, recording, scanning, digitizing, taping, Web distribution, Talbot information networks, or information storage and retrieval systems, except Marketing Manager: Jordan Casey as permitted under Section 107 or 108 of the 1976 United States Copyright Senior Acquisitions Editor: Emi Smith Act, without the prior written permission of the publisher. Project/Copy Editor: Kezia Endsley CRM Editorial Services Coordinator: Jen Blaney For product information and technology assistance, contact us at Cengage Learning Customer & Sales Support, 1-800-354-9706 Interior Layout Tech: Judith Littlefield Cover Designer: Tyler Creative Services For permission to use material from this text or product, CD-ROM Producer: Brandon Penticuff submit all requests online at cengage.com/permissions Further permissions questions can be emailed to Valerie Haynes Perry Indexer: [email protected] Proofreader: Sue Boshers Library of Congress Control Number: 2007939358 ISBN-13: 978-1-58450-527-3 ISBN-10: 1-58450-527-3 eISBN-10: 1-30527-676-0 Course Technology 25 Thomson Place Boston, MA 02210 USA Cengage Learning is a leading provider of customized learning solutions with office locations around the globe, including Singapore, the United Kingdom, Australia, Mexico, Brazil, and Japan. -
Google Adquiere Motorola Mobility * Las Tablets PC Y Su Alcance * Synergy 1.3.1 * Circuito Impreso Al Instante * Proyecto GIMP-Es
Google adquiere Motorola Mobility * Las Tablets PC y su alcance * Synergy 1.3.1 * Circuito impreso al instante * Proyecto GIMP-Es El vocero . 5 Premio Concurso 24 Aniversario de Joven Club Editorial Por Ernesto Rodríguez Joven Club, vivió el verano 2011 junto a ti 6 Aniversario 24 de los Joven Club La mirada de TINO . Cumple TINO 4 años de Los usuarios no comprueba los enlaces antes de abrirlos existencia en este septiembre, el sueño que vió 7 Un fallo en Facebook permite apropiarse de páginas creadas la luz en el 2007 es hoy toda una realidad con- Google adquiere Motorola Mobility vertida en proeza. Esfuerzo, tesón y duro bre- gar ha acompañado cada día a esta Revista que El escritorio . ha sabido crecerse en sí misma y superar obs- 8 Las Tablets PC y su alcance táculos y dificultades propias del diario de cur- 11 Propuesta de herramientas libre para el diseño de sitios Web sar. Un colectivo de colaboración joven, entu- 14 Joven Club, Infocomunidad y las TIC siasta y emprendedor –bajo la magistral con- 18 Un vistazo a la Informática forense ducción de Raymond- ha sabido mantener y El laboratorio . desarrollar este proyecto, fruto del trabajo y la profesionalidad de quienes convergen en él. 24 PlayOnLinux TINO acumula innegables resultados en estos 25 KMPlayer 2.9.2.1200 años. Más de 350 000 visitas, un volumen apre- 26 Synergy 1.3.1 ciable de descargas y suscripciones, servicios 27 imgSeek 0.8.6 estos que ha ido incorporando, pero por enci- El entrevistado . ma de todo está el agradecimiento de muchos 28 Hilda Arribas Robaina por su existencia, por sus consejos, su oportu- na información, su diálogo fácil y directo, su uti- El taller .