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Chief Editors SCS Europe BVBA
ISSN 1477-2043 SCS Europe BVBA |
To download the full papers, please
register for free access. Generating Dynamic
Storylines Through Characters Interactions Fred Charles,
Steven J. Mead and Marc Cavazza In this paper
we describe a fully implemented prototype for interactive storytelling using
the Unreal™ engine. We describe the important mechanisms involved in the
variability of plot instantiations, within a scenario of sitcom genre. We
also provide an evaluation of the concepts of how the dynamic interactions
between agents and/or the user influence the generation of story, with first
results of examples. Animating
Intelligent Games Characters Using Mesh Skinning The mesh skinning
technique has several distinct advantages compared to the traditional
computer game animation techniques such as key framing and rigid articulated
body animation. It can produce realistic and smooth character animation in
real time by allowing more than one transformation matrix to affect the
vertices that form the “skin” of the character. With advances in both
hardware and software, it has now become more practical to implement this
technique in PCs in real time. The paper firstly gives a brief review of
traditional animation methods in computer games. It then introduces the
skinning mesh technique and proposes a method to incorporate this technique
into procedures for intelligent character animation. The paper also
introduces the implementation of mesh skinning using DirectX 8. The result of
this work could be applied to 3D simulation involving realistic character
animation. AI Architectures for Games: A Review of 3D Accelerator Technology Special AI architectures
for games are widespread. A review of the current technology of 3 -D accelerators
is presented in this paper,- it is aimed at graphics animation used in games
and visual simulation systems, together with associated techniques and
software architectures. Topics covered include OpenGL, DirectX,
anti-aliasing, motion blur and depth of field. game makers more freedom to
create 3D renders with their very own style in them. The consumers will
benefit from this greatly as more real-time graphics is pushed towards
reality. Artificial Player for Quake III Arena In this paper
the Quake III Arena bot is presented
The bot is an intelligent artificial player that “lives” side by side
with the game program. To show
human-like behaviour a wide range of technologies and common sense solutions
are used for the bot AI. It is
the first commercially developed artificial player that uses fully automated
path and route finding without the need to acquire knowledge about routing
and navigation during gameplay.
The bot uses a cognitive model that maes it resource efficient. Component-Based Audio-Video
Communication Tool for Network 3D Games This paper
treats distributed audio-video sharing mechanisms for the development of
network 3D games. Especially the authors propose the new concept. This
concept is that making a copy of a visible, manually operable software
component and transferring it to another computer enable users to share it.
If a facility that manages audio or video data is realized as such a
component, even end-users can easily and rapidly build audio-video
communication environments through the copy-and-transfer operation. This
paper explains realization mechanisms of the copy-and-transfer operation and
describes its availability by showing network 3D game examples. 4 |