Creating Game Environments in Blender 3D

2020 ◽  
Author(s):  
Ezra Thess Mendoza Guevarra
Keyword(s):  
Author(s):  
Rushit Sanghrajka ◽  
R. Michael Young ◽  
Brian Salisbury ◽  
Eric W. Lang
Keyword(s):  
3D Game ◽  

2011 ◽  
Vol 113 (13) ◽  
pp. 220-243
Author(s):  
Sandra Schamroth Abrams

Jeremy's1 arms extended behind his head, breaking at the elbow in order to suspend a Band Hero guitar above and behind his shoulders; his fingers on his left hand scuttled about the colored keys on the neck of the guitar, and his fingers on his right hand furiously and repeatedly hit the strum bar on the guitar's body. Almost simultaneously, Kyle, who sang on the microphone, reached a temporary vocal pause in the song, raised and rotated his hands in the air several times, and then, holding onto the microphone wire, twirled the microphone in front of him. Though these middle-school boys did not converse, their actions revealed their knowledge of and personal association with the game and the game environment.


2010 ◽  
Vol 2010 ◽  
pp. 1-8 ◽  
Author(s):  
Brian Mac Namee ◽  
David Beaney ◽  
Qingqing Dong

The next generation of Augmented Reality (AR) games will require real and virtual objects to coexistin motionin immersive game environments. This will require the illusion that real and virtual objects interact physically together in a plausible way. TheMotion in Augmented Reality Games(MARG) engine described in this paper has been developed to allow these kinds of game environments. The paper describes the design and implementation of the MARG engine and presents two proof-of-concept AR games that have been developed using it. Evaluations of these games have been performed and are presented to show that the MARG engine takes an important step in developing the next generation of motion-rich AR games.


2020 ◽  
Vol 34 (02) ◽  
pp. 1693-1700 ◽  
Author(s):  
Angela Fan ◽  
Jack Urbanek ◽  
Pratik Ringshia ◽  
Emily Dinan ◽  
Emma Qian ◽  
...  

Procedurally generating cohesive and interesting game environments is challenging and time-consuming. In order for the relationships between the game elements to be natural, common-sense has to be encoded into arrangement of the elements. In this work, we investigate a machine learning approach for world creation using content from the multi-player text adventure game environment LIGHT (Urbanek et al. 2019). We introduce neural network based models to compositionally arrange locations, characters, and objects into a coherent whole. In addition to creating worlds based on existing elements, our models can generate new game content. Humans can also leverage our models to interactively aid in worldbuilding. We show that the game environments created with our approach are cohesive, diverse, and preferred by human evaluators compared to other machine learning based world construction algorithms.


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