Bullet Physics and the Blender Game Engine
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Game Engine Architecture Spring 2017 03. Event Systems for Game Engines
Game Engine Architecture Spring 2017 03. Event systems for game engines Juha Vihavainen University of Helsinki [ McShaffryMcShaffry,, Ch. 6: Game actors and component architecture ,, Ch. 11: Game event management ]] [ Gregory, Ch. 5.4: Strings, unique ids ,, localization , etc., 274, Ch.15.2: Runtime object model architectures , 873 Ch. 15.7: Events and message passing, 933 ]] [Meyers (2015): Effective Modern C ++++]] Lecture outline On events and event handling using Observer (MVC) and Command design patterns Updates are not enough for game software Typed Message design pattern (Vlissides, 1997) breaking dependencies between senders & receivers Queueing of messages for later delivery Using unique object ids for game entities and types 24.2.2017 Juha Vihavainen / University of Helsinki 22 The Observer design pattern Problem certain objects need to be informed about the changes occurring in other objects a subject has to be observed by one or more observers decouple as much as possible and reduce the dependencies Solution define a oneone--toto--manymany dependency between objects so that when one object changes its statestate,, all its dependents are automatically notified and updated A cornerstone of the ModelModel--ViewView--ControllerController architectural design, where the Model implements the mechanics of the program, and the Views are implemented as Observers that are kept uncoupled from the Model components Modified from Joey Paquet, 20072007--20142014 24.2.2017 University of Helsinki 33 Erich Gamma et al., Design Patterns ( 1994) Observer pattern: class design ""View "" classes ""ModelModel""classesclasses Updates multiple ( seems Notifies all its observers complicated..) observers on changes 24.2.2017 University of Helsinki 44 The participants Subject --abstractabstract class defining the operations for attaching and dede-- attaching observers to the clientclient;; often referred to as " Observable "" ConcreteSubject -- concrete Subject class. -
(FSM) MENGGUNAKAN BLENDER GAME ENGINE Skripsi Untuk
RANCANG BANGUN GAME 3D SIMULASI BUDIDAYA ITIK BERBASIS FINITE STATE MACHINE (FSM) MENGGUNAKAN BLENDER GAME ENGINE Skripsi untuk memenuhi sebagian persyaratan mencapai derajat Sarjana S-1 Program Studi Teknik Informatika Diajukan oleh : Abdul Aziz Muslim Alqudsy 10651069 PROGRAM STUDI TEKNIK INFORMATIKA FAKULTAS SAINS DAN TEKNOLOGI UNIVERSITAS ISLAM NEGERI SUNAN KALIJAGA YOGYAKARTA 2016 Universitas Islam Negeri Sunan Kalijaga FM-UINSK-BM-05-03/R0 SURAT PERSETUJUAN SKRIPSI/TUGAS AKHIR Hal : Permohonan Lamp : - Kepada Yth. Dekan Fakultas Sains dan Teknologi UIN Sunan Kalijaga Yogyakarta di Yogyakarta Assalamu’alaikum wr. wb. Setelah membaca, meneliti, memberikan petunjuk dan mengoreksi serta mengadakan perbaikan seperlunya, maka kami selaku pembimbing berpendapat bahwa skripsi Saudara: Nama : Abdul Aziz Muslim Alqudsy NIM : 10651069 Judul Skripsi : RANCANG BANGUN GAME 3D SIMULASI BUDIDAYA ITIK BERBASIS FINITE STATE MACHINE (FSM) MENGGUNAKAN BLENDER GAME ENGINE sudah dapat diajukan kembali kepada Program Studi Tekni Informatika Fakultas Sains dan Teknologi UIN Sunan Kalijaga Yogyakarta sebagai salah satu syarat untuk memperoleh gelar Sarjana Strata Satu dalam Teknik Informatika Dengan ini kami mengharap agar skripsi/tugas akhir Saudara tersebut di atas dapat segera dimunaqsyahkan. Atas perhatiannya kami ucapkan terima kasih. Wassalamu’alaikum wr. wb. Yogyakarta, 15 Februari 2016 Pembimbing Aulia Faqih Rifai, M.Kom NIP: 19860306 201101 1 009 iii KATA PENGANTAR Puji syukur kepada Allah SWT yang telah melimpahkan rahmat serta anugerah-Nya kepada penulis, sehingga penulis dapat menyelesaikan skripsi dengan judul “RANCANG BANGUN GAME 3D BERBASIS FINITE STATE MACHINE (FSM) MENGGUNAKAN BLENDER GAME ENGINE” ini dengan lancar dan tidak ada suatu halangan apapun. Sholawat serta salam selalu penulis haturkan kepada Nabi Muhammad SAW beserta keluarga dan para sahabatnya. -
A Game Engine for the Blind
Bachelor in Computer Science and Engineering 2016/2017 Bachelor Thesis Designing User Experiences: a Game Engine for the Blind Álvaro Cáceres Muñoz Tutor/s: Teresa Onorati Thesis defense date: July 3rd, 2017 This work is subject to the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International Public License. Abstract Video games experience an ever-increasing interest by society since their incep- tion on the 70’s. This form of computer entertainment may let the player have a great time with family and friends, or it may as well provide immersion into a story full of details and emotional content. Prior to the end user playing a video game, a huge effort is performed in lots of disciplines: screenwriting, scenery design, graphical design, programming, opti- mization or marketing are but a few examples. This work is done by game studios, where teams of professionals from different backgrounds join forces in the inception of the video game. From the perspective of Human-Computer Interaction, which studies how people interact with computers to complete tasks [9], a game developer can be regarded as a user whose task is to create the logic of a video game using a computer. One of the main foundations of HCI1. is that an in-depth understanding of the user’s needs and preferences is vital for creating a usable piece of technology. This point is important as a single piece of technology (in this case, the set of tools used by a game developer) may – and should have been designed to – be used on the same team by users with different knowledge, abilities and capabilities. -
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 -
Blender Springs and Dampers (021; 29.09.2009; Blender)
Blender Springs and Dampers (021; 29.09.2009; blender) Blender Game Engine extension scripts for dynamic Springs and Dampers. I have decided to extend standard Blender Game Engine with springs and dampers. It is useful when working with mechanisms. Linear spring. Create scene with Cube and Plane like this: 021 | Blender Springs and Dampers | Sebastian Korczak | http://en. myinventions.pl | 1 Set cube as Rigid Body and put game logic: Put in text editor python script ini.py with this content: import GameLogic scene = GameLogic.getCurrentScene() GameLogic.Object1=scene.objects['OBPlane'] GameLogic.Object2=scene.objects['OBCube'] Loc1=GameLogic.Object1.localPosition Loc2=GameLogic.Object2.localPosition GameLogic.IniLength=Loc2[2]-Loc1[2] GameLogic.Stiff=20 and spring.py: import GameLogic Loc1=GameLogic.Object1.localPosition Loc2=GameLogic.Object2.localPosition Length=Loc2[2]-Loc1[2] Force=(Length-GameLogic.IniLength)*GameLogic.Stiff Force1=[0,0,Force] Force2=[0,0,-Force] GameLogic.Object1.applyForce(Force1, False) GameLogic.Object2.applyForce(Force2, False) 021 | Blender Springs and Dampers | Sebastian Korczak | http://en. myinventions.pl | 2 How it works? ini.py script started once at the beginning of simulation: • put in global variable objects that will be connected with spring, • read objects centers location, • put in global variable distance between objects centers – initial spring length, • put in global variable spring stiffness. spring.py started every time-step: • read objects centers locations and calculate distance between them, • calculate force in spring: spring stiffness * (actual length – initial length), • create global force vectors and add them to objects. Download scene: http://en.myinventions.pl/021/BlenderLinearSpring.blend. 3D spring. For complex spring witch working with two rigid body objects create scene witch Cube1, Cube2 and Plane objects. -
A Survey Full Text Available At
Full text available at: http://dx.doi.org/10.1561/0600000083 Publishing and Consuming 3D Content on the Web: A Survey Full text available at: http://dx.doi.org/10.1561/0600000083 Other titles in Foundations and Trends R in Computer Graphics and Vision Crowdsourcing in Computer Vision Adriana Kovashka, Olga Russakovsky, Li Fei-Fei and Kristen Grauman ISBN: 978-1-68083-212-9 The Path to Path-Traced Movies Per H. Christensen and Wojciech Jarosz ISBN: 978-1-68083-210-5 (Hyper)-Graphs Inference through Convex Relaxations and Move Making Algorithms Nikos Komodakis, M. Pawan Kumar and Nikos Paragios ISBN: 978-1-68083-138-2 A Survey of Photometric Stereo Techniques Jens Ackermann and Michael Goesele ISBN: 978-1-68083-078-1 Multi-View Stereo: A Tutorial Yasutaka Furukawa and Carlos Hernandez ISBN: 978-1-60198-836-2 Full text available at: http://dx.doi.org/10.1561/0600000083 Publishing and Consuming 3D Content on the Web: A Survey Marco Potenziani Visual Computing Lab, ISTI CNR [email protected] Marco Callieri Visual Computing Lab, ISTI CNR [email protected] Matteo Dellepiane Visual Computing Lab, ISTI CNR [email protected] Roberto Scopigno Visual Computing Lab, ISTI CNR [email protected] Boston — Delft Full text available at: http://dx.doi.org/10.1561/0600000083 Foundations and Trends R in Computer Graphics and Vision Published, sold and distributed by: now Publishers Inc. PO Box 1024 Hanover, MA 02339 United States Tel. +1-781-985-4510 www.nowpublishers.com [email protected] Outside North America: now Publishers Inc. -
An Interactive E-Learning Approach to Wind Energy Concepts Using Low Cost Access Devices Archana Iyer, Qaish Kanchwala, Ta Nisha Wagh, Dr
International Journal of Scientific & Engineering Research, Volume 5, Issue 6, June-2014 287 ISSN 2229-5518 An Interactive E-learning Approach to Wind Energy Concepts Using Low Cost Access Devices Archana Iyer, Qaish Kanchwala, Ta nisha Wagh, Dr. Abhijit Joshi Abstract — In an age where technology is rapidly evolving, new and improved methods of teaching children through e-learning are being developed as well. Furthermore, using low-cost technology will allow the masses to access such educational resources. The application, ‘Wind Energy’ consists of two applications – the first imparts knowledge to students through a 3D interactive session about conversion of wind energy to electricity while the second teaches students about windmills and their internal working. Blender 3D for modeling, BlenderPlayer and LibGDX for deploying the application have proved to be the best frameworks for the creation of a user-friendly, interactive, free and open source application. By deploying this application on Low Cost Access Devices (LCAD) such as the Aakash tablet, students will be able to learn as well as test their knowledge in the area of Wind Energy. The application complements 2D videos and traditional blackboard teaching by incorporating life-like 3D interaction that makes learning a more interesting process. Index Terms — Open Source, Android, LibGDX, E-learning, BlenderPlayer, 3D Model, LCAD, Blender —————————— —————————— 1 INTRODUCTION The aim was to create an e-learning application to teach obtained. The paper ends with the conclusion and future concepts about wind energy. This application helps students scope of the application. in learning fundamental concepts of wind energy in an interesting manner. By developing this application, students 2 LITERATURE REVIEW in the Central Board of Secondary Education (CBSE) schools The latest technology entrant to the arena of education is and engineering colleges will benefit. -
Creating Video Games for the Visually Impaired Anthony Russo, Neal
Creating Video Games for the Visually Impaired Anthony Russo, Neal Sacks, & Steven Vandal WPI IQP MBJ 0007 Professor Brian Moriarty April 12, 2012 Introduction The video game industry has expanded rapidly in recent years, growing from a 9.5 billion dollar industry in 2007 to a 25.1 billion dollar industry in 2010. This growth is due to the common interest that almost all Americans now hold in games, as a seventy-two percent of all americans play video games on a regular basis (ESA). However, because games rely heavily on impressive graphics and are primarily an immersive visual experience, very few games are made with the blind or the visually impaired in mind. In the 1970s when video games first emerged, it was virtually impossible to create a game that did not involve some sort of visuals. This is mainly due to a lack of technology, as almost all computers, games, and electronic speakers and displays could only output crude, pixilated visuals and rough, synthesized sound. However, technology has steadily improved to the point where games that do not need visuals are a possibility. Games for the visually impaired are an untapped industry, especially with the technology that exists today. By conducting interviews with the visually impaired we discovered what types of games the visual impaired prefer, what they would enjoy to play, and what ideas they have for developing these games. The History of Video Games for the Visually Impaired There are many games that can be played by the visually impaired. Interactive fiction and other text-based games have been popular for a long time, though to a lesser extent in recent years. -
Teaching Programming with Python and the Blender Game Engine
Teaching programming with Python and the Blender Game Engine Trevor M. Tomesh University of Worcester Computing Dept. Director of Studies: Dr. Colin B. Price DWINDLINGDWINDLING ENTHUSIASMENTHUSIASM SHORTAGESHORTAGE OFOF SPECIALISTSPECIALIST TEACHERSTEACHERS HIGHLYHIGHLY UNSATISFACTORYUNSATISFACTORY BORING LACKLACK OFOF CONTINUINGCONTINUING BORING PROFESSIONALPROFESSIONAL DEVELOPMENTDEVELOPMENT FORFOR TEACHERSTEACHERS - The Royal Society - The Royal Society - The Royal Society ““ SuitableSuitable technicaltechnical resourcesresources shouldshould bebe availableavailable inin allall schoolsschools toto supportsupport thethe teachingteaching ofof ComputerComputer ScienceScience andand InformationInformation Technology.Technology. TheseThese couldcould includeinclude pupil-friendlypupil-friendly programmingprogramming environmentsenvironments […][…] ”” - The Royal Society ““VISUALVISUAL CONTEXT”CONTEXT” (Crawford and Boese, 2006) “[...] market appeal / industry demand / student demand is one of the most important factors affecting language choice in computer science education.” (Arnolds et. al.) “[...] such specialized teaching environments leave [students] without a real-world programming language upon graduation” (Crawford & Boese, 2006) Worcester Google Symposium (12-14 July 2012) Delegate Pre-symposium Questionnaire Worcester Google Symposium (12-14 July 2012) Delegate Pre-symposium Questionnaire ““ it'sit's anan excellentexcellent firstfirst teachingteaching languagelanguage ”” ““SeemsSeems straightstraight forwardforward toto pickpick -
Reverberations: How Modern Video Game Design
REVERBERATIONS: HOW MODERN VIDEO GAME DESIGN RELIES ON AUDIO AND HAPTIC COMMUNICATION TO ENFORCE RHETORICS OF PROCEDURE AND PLAY by Saunder Waterman Bachelor of Arts (Honours), University of King’s College, 2018 Supervisor: Dr. John Shiga A Major Research Paper presented to Ryerson University in partial fulfillment of the requirements for the degree of Master of Professional Communication In the program of Communications Toronto, Ontario, Canada, 2020 ©Waterman, 2020 Author’s Declaration I hereby declare that I am the sole author of this MRP. This is a true copy of the MRP, including any required final revisions. I authorize Ryerson University to lend this MRP to other institutions or individuals for the purpose of scholarly research. I further authorize Ryerson University to reproduce this MRP by photocopying or by other means, in total or in part, at the request of other institutions or individuals for the purpose of scholarly research. I understand that my MRP may be made electronically available to the public. ii Abstract Modern video games are increasingly becoming a more mature and respected form of storytelling and art. The way in which games can interact with players provides those players with a control over their product that is unmatched by literature or cinema. Games communicate with players in many direct and indirect ways. This paper explores how audio and haptic modes of communication are employed by different types of video games to support both elements of gameplay and the themes and rhetoric that a game possesses. Specifically, this paper focuses on how Super Smash Bros. Ultimate and Legend of Zelda: Breath of the Wild express different aspects of control and procedural rhetoric through audio and haptic communication. -
The Personal Interaction Panel
Scenegraphs and Engines Scenegraphs Application Scenegraph Windows/Linux OpenGL Hardware Vienna University of Technology 2 Scenegraphs Choosing the right libraries is a difficult process Very different target applications Different capabilities Underlying Graphics APIs Needs to fit the content pipeline Important for application development Not important for research (though convenient) Vienna University of Technology 3 Content Pipeline Choosing the right libraries is a difficult process Very different target applications Different capabilities Underlying Graphics APIs/Operating Systems Needs to fit the content pipeline Important for application development Not important for research (though convenient) Vienna University of Technology 4 Typical Content Pipeline We need: Content creation tools Exporters Scenegraph/ Engine MechAssault 2 content pipeline Vienna University of Technology 5 DCC tools Only “real” open source option: Blender Everything you need for Game/Movie production Modelling/Rigging Animation Rendering/Compositing Contains complete game engine+editor Fully integrated with UI Immense feature list causes steep learning curve! Vienna University of Technology 6 Blender Vienna University of Technology 7 Blender Vienna University of Technology 8 Wings3D Easy to use subdivion surface modeller Vienna University of Technology 9 Textures Gimp: Full featured image editing Vienna University of Technology 10 Scenegraphs/Engines Scenegraphs deal with Rendering Engines deal with Rendering Physics AI Audio Game logic … Vienna University of -
Systematic Literature Review of Realistic Simulators Applied in Educational Robotics Context
sensors Systematic Review Systematic Literature Review of Realistic Simulators Applied in Educational Robotics Context Caio Camargo 1, José Gonçalves 1,2,3 , Miguel Á. Conde 4,* , Francisco J. Rodríguez-Sedano 4, Paulo Costa 3,5 and Francisco J. García-Peñalvo 6 1 Instituto Politécnico de Bragança, 5300-253 Bragança, Portugal; [email protected] (C.C.); [email protected] (J.G.) 2 CeDRI—Research Centre in Digitalization and Intelligent Robotics, 5300-253 Bragança, Portugal 3 INESC TEC—Institute for Systems and Computer Engineering, 4200-465 Porto, Portugal; [email protected] 4 Robotics Group, Engineering School, University of León, Campus de Vegazana s/n, 24071 León, Spain; [email protected] 5 Universidade do Porto, 4200-465 Porto, Portugal 6 GRIAL Research Group, Computer Science Department, University of Salamanca, 37008 Salamanca, Spain; [email protected] * Correspondence: [email protected] Abstract: This paper presents a systematic literature review (SLR) about realistic simulators that can be applied in an educational robotics context. These simulators must include the simulation of actuators and sensors, the ability to simulate robots and their environment. During this systematic review of the literature, 559 articles were extracted from six different databases using the Population, Intervention, Comparison, Outcomes, Context (PICOC) method. After the selection process, 50 selected articles were included in this review. Several simulators were found and their features were also Citation: Camargo, C.; Gonçalves, J.; analyzed. As a result of this process, four realistic simulators were applied in the review’s referred Conde, M.Á.; Rodríguez-Sedano, F.J.; context for two main reasons. The first reason is that these simulators have high fidelity in the robots’ Costa, P.; García-Peñalvo, F.J.