scholarly journals Adapting Game Engines to Curved Spaces

Author(s):  
László Szirmay-Kalos ◽  
Milán Magdics

AbstractCurved spaces are very un-intuitive to our eyes trained on Euclidean geometry. Games provide an interesting way to explore these strange worlds. Games are written with the help of modeling tools and game engines based on Euclidean geometry. This paper addresses the problem of adapting 3D game engines to the rules of curved spaces. We consider the conversion of Euclidean objects, geometric calculations, transformation pipeline, lighting and physical simulation. Finally, we identify where existing game engines should be modified.

2019 ◽  
Vol 252 ◽  
pp. 03007
Author(s):  
Jakub Smołka ◽  
Kamil Miszta ◽  
Maria Skublewska-Paszkowska ◽  
Edyta Łukasik

Frequently the quality of a path returned by a pathfinding algorithm is more important than the performance of that algorithm. This paper presents a new algorithm, based on A*, which is better suited for use in 3D game engines. The modification was evaluated by a series of comparative tests. The standard A* algorithm was used as a benchmark in the comparisons. The changes in the algorithm consist in using a different heuristic, adding vertex penalties, and post-processing of the path. A custom-built 3D graphics engine was used as the test environment. The paths generated by the new algorithm are a more natural choice for humans than the ones selected by the standard A* algorithm.


1977 ◽  
Vol 21 (1) ◽  
pp. 78-82
Author(s):  
Robert J. Hall ◽  
James C. Sanderlin

This paper reviews recent studies of human factors design criteria for transilluminated displays and the development of a computerized data base and modeling tools to supplement human engineering design criteria for visual displays. The inherent limitations of present military standards for dealing with a wide range of variables in a variety of operational environments and the need to include changes in the state-of-the-art are addressed. Data base design and computer modeling are suggested as an intermediate approach between out of date standards and costly physical simulation.


2019 ◽  
Vol 128 (5) ◽  
pp. 1505-1536 ◽  
Author(s):  
César Roberto de Souza ◽  
Adrien Gaidon ◽  
Yohann Cabon ◽  
Naila Murray ◽  
Antonio Manuel López

Author(s):  
Gokhan Sengul ◽  
Nergiz Ercil Çaǧıltay ◽  
Erol Özçelik ◽  
Emre Tuner ◽  
Batuhan Erol

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