Ac 2008-325: an Architectural Walkthrough Using 3D Game Engine
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Multi-User Game Development
California State University, San Bernardino CSUSB ScholarWorks Theses Digitization Project John M. Pfau Library 2007 Multi-user game development Cheng-Yu Hung Follow this and additional works at: https://scholarworks.lib.csusb.edu/etd-project Part of the Software Engineering Commons Recommended Citation Hung, Cheng-Yu, "Multi-user game development" (2007). Theses Digitization Project. 3122. https://scholarworks.lib.csusb.edu/etd-project/3122 This Project is brought to you for free and open access by the John M. Pfau Library at CSUSB ScholarWorks. It has been accepted for inclusion in Theses Digitization Project by an authorized administrator of CSUSB ScholarWorks. For more information, please contact [email protected]. ' MULTI ;,..USER iGAME DEVELOPMENT '.,A,.'rr:OJ~c-;t.··. PJ:es·~nted ·t•o '.the·· Fa.8lllty· of. Calif0rr1i~ :Siat~:, lJniiV~r~s'ity; .•, '!' San. Bernardinti . - ' .Th P~rt±al Fu1fillrnent: 6f the ~~q11l~~fuents' for the ;pe'gree ···•.:,·.',,_ .. ·... ··., Master. o.f.·_s:tience•· . ' . ¢ornput~r •· ~6i~n¢e by ,•, ' ' .- /ch~ng~Yu Hung' ' ' Jutie .2001. MULTI-USER GAME DEVELOPMENT A Project Presented to the Faculty of California State University, San Bernardino by Cheng-Yu Hung June 2007 Approved by: {/4~2 Dr. David Turner, Chair, Computer Science ate ABSTRACT In the Current game market; the 3D multi-user game is the most popular game. To develop a successful .3D multi-llger game, we need 2D artists, 3D artists and programme.rs to work together and use tools to author the game artd a: game engine to perform \ the game. Most of this.project; is about the 3D model developmept using too.ls such as Blender, and integration of the 3D models with a .level editor arid game engine. -
USER GUIDE 1 CONTENTS Overview
USER GUIDE 1 CONTENTS Overview ......................................................................................................................................... 2 System requirements .................................................................................................................... 2 Installation ...................................................................................................................................... 2 Workflow ......................................................................................................................................... 3 Interface .......................................................................................................................................... 8 Tool Panel ................................................................................................................................................. 8 Texture panel .......................................................................................................................................... 10 Tools ............................................................................................................................................. 11 Poly Lasso Tool ...................................................................................................................................... 11 Poly Lasso tool actions ........................................................................................................................... 12 Construction plane ................................................................................................................................. -
Subsymmetry Analysis of Archiectural Designs, Some Examples
Environment and Planning B: Planning and Design 2000, volume 27, pages 121- 136 Sub symmetry analysis of architectural designs: some examples Jin-Ho Park Department of Architecture and Urban Design, University of California, Los Angeles, CA 90095, USA; e-mail: [email protected] Received 1 December 1998; in revised form 28 April 1999 Abstract. An analytic method founded on the mathematical structure of symmetry groups is defined and some applications to the analysis of architectural designs are shown. In earlier work by March and Park, architectural designs were analyzed with respect to a partial ordering of subsymmetries associated with the symmetry of the square and then classified by lattice diagrams of the subsymmetries. The analytic approach dem- onstrates how different subsymmetries may be revealed in each part of the design and how various symmetric transformations combine to achieve the whole design. At first glance, the individual designs seem intricate and without obvious symmetry. However, an analysis of the sub symmetries and symmetric transformations clearly exposes the underlying structure. In this paper, the methodology employed in previous papers is substantially recounted, but new architectural examples have been added. The methodology of subsymmetry analysis In the methodology, various types of symmetry, or subsymmetries, are superimposed in individual designs and illustrate how symmetry may be employed strategically in the design process. An account of the mathematical structure of symmetry groups in analyzing architectural designs has been given over the last ten years by Lionel March in his graduate lectures at UCLA on the Fundamentals of Architectonics: Symmetry (reading materials for this course include Baglivo and Graver, 1976; March, 1995; + March and Steadman, 1971; see also Budden, 1972; Grossman and Magnus, 1964; Griinbaum and Shephard, 1987; Shubnikov and Kopstik, 1974; Weyl, 1952). -
A Resting Place: Notes on Optimism and Shadows
OAC PRESS Working Paper Series #3 How Knowledge Grows An Anthropological Anamorphosis Alberto Corsín Jiménez CSIC, Spain’s National Research Council © 2010 Alberto Corsín Jiménez Open Anthropology Cooperative Press www.openanthcoop.net/press This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/3.0/ 1 ‘the most admirable operations derive from very weak means’ Galileo Galilei (1968: 109) ‘Not just judgments about analogy but judgments about proportion inform any organization of data.’ Marilyn Strathern (2004 [1991]: 24) ‘A strange thing full of water’ Michel Serres (1995: 122) I open with a myth of origins: All political thought evinces an aesthetic of sorts. Dioptric anamorphosis, for instance, was the ‘science of miracles’ through which Hobbes imagined his Leviathan. An example of the optical wizardry of seventeenth century clerical mathematicians, a dioptric anamorphic device used a mirror or lens to refract an image that had deliberately been distorted and exaggerated back into what a human eye would consider a natural or normal perspective. Many such artefacts played with pictures of the faces of monarchs or aristocrats. Here the viewer would be presented with a panel made up of a multiplicity of images, often emblems representing the patriarch’s genealogical ancestors or the landmarks of his estate. A second look at the panel through the optical glass, however, would recompose the various icons, as if by magical transubstantiation, into the master’s face. Noel Malcolm has exposed the place that the optical trickery of anamorphosis played in Hobbes’ political theory of the state (Malcolm 2002). -
Subsymmetry Analysis and Synthesis of Architectural Designs
BRIDGES Mathematical Connections in Art, Music, and Science Subsymmetry Analysis and Synthesis of Architectural Designs Jin-Ho Park School of Architecture University of Hawaii at Manoa Honolulu, HI 96822, U.S.A. E-mail: [email protected] Abstract This paper presents an analytic and synthetic method founded on the algebraic structure of symmetry groups of a regular polygon. With the method, an architectural design is analyzed to demonstrate the use of symmetry in formal composition, and then a new design is constructed with its hierarchical structure of the method. 1. Introduction The approach of subsymmetry analysis and synthesis of architectural designs shows how various types of symmetry, or subsymmetries, are superimposed in individual designs, and illustrates how symmetry may be employed strategically in the design process. Analytically, by viewing architectural designs in this way, symmetry which is superimposed in several layers in a design and which may not be immediately recognizable become transparent. Synthetically, architects can benefit from being conscious of using group operations and spatial transformations associated with symmetry in compositional and thematic development. The advantage of operating the symmetric idea in this way is to provide architects·a method for analysis and description of sophisticated designs, and inspiration for the creation of new designs. The objective of the research resides in searching out the fundamental principles of architecture. A study of the fundamental principles of spatial forms in architecture is an essential prerequisite to the wider understanding of complex designs as well as the creation of new architectural forms. In this I stand by the Goethe's theory of metamorphosis in The Metamorphosis of Plants. -
Site Plan Creation
GRAPHISOFT WORKFLOW GUIDE SERIES Site Plan Creation Workflow Guide 2019/5 Customer Support Services Department February 2019 Exclusively for SSA Customer Use The Workflow Guide Series are know-how documents providing solutions recommended for BIM workflows and project management related challenges. The Site Plan Creation guide is offering an overview of the different data types and methods in ARCHICAD to create a site plan drawing as per the required documentation package. This document was created with the aim to support the efficiency of your work. If you have any feedback, please send it to [email protected]. Visit the GRAPHISOFT website at www.graphisoft.com for local distributor and product availability information. Workflow Guide Series Site Plan Creation (International English Version) Copyright © 2019 by GRAPHISOFT, all rights reserved. Reproduction, paraphrasing or translation without express prior written permission is strictly prohibited. Trademarks ARCHICAD® is a registered trademark of GRAPHISOFT. All other trademarks are the property of their respective holders. Credits Authors Máté Marozsán – GRAPHISOFT SE Gordana Radonić – GRAPHISOFT SE Contributors Pantelis Ioannidis – GRAPHISOFT SE Ákos Karóczkai – GRAPHISOFT SE Enzyme - Hong Kong 1 Table of contents 1. Site planning ....................................................................................................................................... 3 2. Site plan data types .......................................................................................................................... -
Design and Development of a Roguelike Game with Procedurally Generated Dungeons and Neural Network Based AI
Design and development of a Roguelike game with procedurally generated dungeons and Neural Network based AI. Video game Design and Development Degree Technical Report of the Final Degree Project Author: Andoni Pinilla Bermejo Tutor: Raúl Montoliu Colás Castellón de la Plana, July 2018 1 Abstract In games, other aspects have always been preferred over artificial intelligence. The graphic part is usually the most important one and it alone can use a huge amount of resources, leaving little space for other features such as AI. Machine Learning techniques and Neural Networks have re-emerged in the last decade and are very popular at the moment. Every big company is using Machine Learning for different purposes and disciplines, such as computer vision, engineering and finances among many others. Thanks to the progress of technology, computers are more powerful than ever and these artificial intelligence techniques can be applied to videogames. A clear example is the recent addition of the Machine Learning Agents to the Unity3D game engine. This project consists of the development of a Roguelike game called Aia in which procedural generation techniques are applied to create procedural levels, and Machine Learning and Neural Networks are the main core of the artificial intelligence. Also, all the necessary mechanics and gameplay are implemented. 2 Contents List of Figures 5 List of Tables 6 1 Technical proposal 7 1. 1 Summary 7 1.2 Key Words 7 1. 3 Introduction and motivation 7 1.4 Related Subjects 8 1.5 Objectives 8 1.6 Planning 8 1.7 Expected -
CPSC 427 Video Game Programming
Helge Rhodin CPSC 427 Video Game Programming Transformations for Skeleton Kinematics 1 © Alla Sheffer, Helge Rhodin Recap: Fun to play? https://www.androidauthority.com/level-design-mobile-games-developers- make-games-fun-661877/ 2 © Alla Sheffer, Helge Rhodin Recap: Indirect relationships Value of a piece • It is not possible to get a knight for 3 pawns • But one can ‘trade’ pieces • A currency How to determine the value? • Ask the users • Auction house 3 © Alla Sheffer, Helge Rhodin Recap: Relationships • Linear relations • Exponential relations • Triangular relationship • 1, 3, 6, 10, 15, 21, 28, … • The difference increases linearly • The function has quadratic complexity • Periodic relations 4 © Alla Sheffer, Helge Rhodin Asymptotic analysis? • Linear * linear? • Linear + linear? • Linear + exponential? • Linear * exponential? 5 © Alla Sheffer, Helge Rhodin Numerical Methods - Optimization • Iterative optimizers • Single variable? Exponential Target function • Multiple variables? Linear approx. • Gradient descent? Constant approx. Lecture 14: https://youtu.be/ZNsNZOnrM50 • Balancing demo starts at 1h20 • Optimizer used at ~ 1h30 6 © Alla Sheffer, Helge Rhodin Difficulties: • Placement of towers changes the time damage is dealt • Path of enemies can be hindered to increase time ➢ Measure during playtest ➢ cross-play • Some enemies are resistant to fire/magic/…? • kind of a periodic feature 7 © Alla Sheffer, Helge Rhodin Counter Measures • Transitive Mechanics • Repair costs • Consumables (food, potions, …) • Tax 8 © Alla Sheffer, Helge -
Design and Development of a Roguelike Game with Procedurally Generated Dungeons and Neural Network Based AI
Design and development of a Roguelike game with procedurally generated dungeons and Neural Network based AI. Video game Design and Development Degree Technical Report of the Final Degree Project Author: Andoni Pinilla Bermejo Tutor: Raúl Montoliu Colás Castellón de la Plana, July 2018 1 Abstract In games, other aspects have always been preferred over artificial intelligence. The graphic part is usually the most important one and it alone can use a huge amount of resources, leaving little space for other features such as AI. Machine Learning techniques and Neural Networks have re-emerged in the last decade and are very popular at the moment. Every big company is using Machine Learning for different purposes and disciplines, such as computer vision, engineering and finances among many others. Thanks to the progress of technology, computers are more powerful than ever and these artificial intelligence techniques can be applied to videogames. A clear example is the recent addition of the Machine Learning Agents to the Unity3D game engine. This project consists of the development of a Roguelike game called Aia in which procedural generation techniques are applied to create procedural levels, and Machine Learning and Neural Networks are the main core of the artificial intelligence. Also, all the necessary mechanics and gameplay are implemented. 2 Contents List of Figures 5 List of Tables 6 1 Technical proposal 7 1. 1 Summary 7 1.2 Key Words 7 1. 3 Introduction and motivation 7 1.4 Related Subjects 8 1.5 Objectives 8 1.6 Planning 8 1.7 Expected -
Indoor Floor Plan Reconstruction Via Mobile Crowdsensing ∗
Jigsaw: Indoor Floor Plan Reconstruction via Mobile Crowdsensing ∗ Ruipeng Gao1, Mingmin Zhao1,TaoYe1,FanYe1,2, Yizhou Wang1, Kaigui Bian1, Tao Wang1, Xiaoming Li1 EECS School, Peking University, Beijing 100871, China1 ECE Department, Stony Brook University, Stony Brook, NY 11794, USA2 {gaoruipeng, zhaomingmin, pkuleonye, yefan1, yizhou.wang, bkg, wangtao, lxm}@pku.edu.cn, [email protected] ABSTRACT 10,000 locations worldwide, which is only a small fraction The lack of floor plans is a critical reason behind the current of millions of indoor environments (e.g., airports, train sporadic availability of indoor localization service. Service stations, shopping malls, museums and hospitals) on the providers have to go through effort-intensive and time- Earth. One major obstacle to ubiquitous coverage is the consuming business negotiations with building operators, or lack of indoor floor plans. Service providers have to conduct hire dedicated personnel to gather such data. In this paper, effort-intensive and time-consuming business negotiations we propose Jigsaw, a floor plan reconstruction system that with building owners or operators to collect the floor plans, leverages crowdsensed data from mobile users. It extracts or wait for them to voluntarily upload such data. Neither is the position, size and orientation information of individual conducive to large scale coverage in short time. landmark objects from images taken by users. It also obtains In this paper, we propose Jigsaw, which leverages the spatial relation between adjacent landmark objects from crowdsensed data from mobile users to construct the inertial sensor data, then computes the coordinates and floor plans of complex indoor environments. It avoids orientations of these objects on an initial floor plan. -
Computer-Generated Residential Building Layouts
Computer-Generated Residential Building Layouts Paul Merrell Eric Schkufza Vladlen Koltun Stanford University ∗ Dining Nook Closet Closet Room Stair Kitchen Porch Bed Bed Living Study Bath Hall Bath Room Foyer Garage Laundry Stair Closet Porch Entry First Floor Second Floor Figure 1: Computer-generated building layout. An architectural program, illustrated by a bubble diagram (left), generated by a Bayesian network trained on real-world data. A set of floor plans (middle), optimized for the architectural program. A 3D model (right), generated from the floor plans and decorated in cottage style. Abstract This paper presents a method for automated generation of build- ings with interiors for computer graphics applications. Our focus We present a method for automated generation of building layouts is on the building layout: the internal organization of spaces within for computer graphics applications. Our approach is motivated by the building. The external appearance of the building emerges out the layout design process developed in architecture. Given a set of this layout, and can be customized in a variety of decorative of high-level requirements, an architectural program is synthesized styles. using a Bayesian network trained on real-world data. The architec- tural program is realized in a set of floor plans, obtained through We specifically focus on the generation of residences, which are stochastic optimization. The floor plans are used to construct a widespread in computer games and networked virtual worlds. Res- complete three-dimensional building with internal structure. We idential building layouts are less codified than the highly regular demonstrate a variety of computer-generated buildings produced by layouts often encountered in schools, hospitals, and office build- the presented approach. -
Basic Graphics and Game Engine
Computer Graphics Foundation to Understand Game Engine CS631/831 Quick Recap • Computer Graphics is using a computer to generate an image from a representation. computer Model Image 2 Modeling • What we have been studying so far is the mathematics behind the creation and manipulation of the 3D representation of the object. computer Model Image 3 Modeling: The Scene Graph • The scene graph captures transformations and object-object relationships in a DAG • Objects in black; blue arrows indicate instancing and each have a matrix Robot Head Body Mouth Eye Leg Trunk Arm Modeling: The Scene Graph • Traverse the scene graph in depth-first order, concatenating transformations • Maintain a matrix stack of transformations Robot Visited Head Body Unvisited Mouth Eye Leg Trunk Arm Matrix Active Stack Foot Motivation for Scene Graph • Three-fold – Performance – Generality – Ease of use • How to model a scene ? – Java3D, Open Inventor, Open Performer, VRML, etc. Scene Graph Example Scene Graph Example Scene Graph Example Scene Graph Example Scene Description • Set of Primitives • Specify for each primitive • Transformation • Lighting attributes • Surface attributes • Material (BRDF) • Texture • Texture transformation Scene Graphs • Scene Elements – Interior Nodes • Have children that inherit state • transform, lights, fog, color, … – Leaf nodes • Terminal • geometry, text – Attributes • Additional sharable state (textures) Scene Element Class Hierarchy Scene Graph Traversal • Simulation – Animation • Intersection – Collision detection – Picking •