GEnEbook: A Game Engine to Provide Electronic Gamebooks for Adventure Games

Author(s):  
Victor Travassos Sarinho
Keyword(s):  
2021 ◽  
Vol 3 (2) ◽  
pp. 100-109
Author(s):  
Angga Sopian Munawar ◽  
Wildan Wiguna ◽  
Tika Adilah M

Perkembangan teknologi saat ini semakin pesat, teknologi bereperan baik sebagai media interaksi sosial, sarana edukasi, maupun sarana hiburan. Dengan menerapkan teknologi dalam kehidupan sehari-hari, diharapkan dapat membantu dan mempermudah pekerjaan. Salah satu bentuk kegiatan adalah pendakian dan petulangan, yaitu sebuah kegiatan dengan mengkombinasikan olahraga dan rekreasi yang sangat digemari oleh kalangan muda. Komunitas Pendaki Gunung Bandung (KPGB) merupakan Komunitas dengan kegiatan pendakian atau petualangan yang berperan sebagai media komunikasi dan informasi antar pegiat alam. Komunitas ini diharapkan menjadi jalur komunikasi terjalinya silaturahmi untuk membentuk kokoh rasa kekeluargaan antar sesama pendaki khususnya di Kota Bandung. Kesibukan dan padatnya jam kerja menyebabkan para anggota kesulitan dalam mengatur jadwal untuk melakukan aktivitas pendakian. Banyaknya rintangan dan tingkat kesulitan di medan pendakian, membuat banyak orang merasa takut untuk mendaki. Para pendaki yang mengalami kecelakaan dan hilang, bahkan meninggal dunia, menambah rasa takut bagi orang-orang yang ingin melakukan pendakian. Dari permasalahan yang ada perlu adanya gambaran tentang bagaimana menyelesaikan masalah ketika banyaknya aktivitas dari semua anggota yang tidak dapat melakukan pendakian. Maka aplikasi game yang bertemakan petualangan pendakian ini, dibentuk untuk memenuhi kepuasan para anggota Komunitas Pendaki Gunung Bandung, dengan pemrograman Cocos 2d-x berbasis game engine Android menggunakan smartphone yang menghasilkan game petulangan pendakian yang berkarakter 2D (dua dimensi). Aplikasi ini dirancang dengan fitur yang sederhana, oleh karena itu pengguna dapat memainkan game petualangan ini dengan nyaman. Terdapat pula fitur yang akan menghubungkan langsung pengguna dengan website KPGB, yang didalamnya terdapat informasi mengenai perlengkapan mendaki. Aplikasi ini diharapkan dapat memberikan kesenangan bagi anggota Komunitas Pendaki Gunung Bandung yang tidak bisa melakukan aktivitas berpetualang atau mendaki secara langsung.   The development of technology is currently increasingly rapid, technology plays a role both as a medium of social interaction, a means of education, and a means of entertainment. By applying technology in everyday life, it is hoped that it can help and make work easier. One form of activity is climbing and adventure, which is an activity that combines sports and recreation which is very popular with young people. The Bandung Mountaineering Community (KPGB) is a community with climbing or adventure activities that act as a medium of communication and information between nature activists. This community is expected to be a communication line for establishing friendships to form a strong sense of kinship between fellow climbers, especially in the city of Bandung. Busy and busy working hours cause the members to find it difficult to arrange a schedule for climbing activities. The number of obstacles and levels of difficulty in the climbing field, makes many people feel afraid to climb. The climbers who had accidents and disappeared, and even died, added to the fear of those who wanted to climb. From the existing problems, it is necessary to have an idea of how to solve the problem when there are many activities from all members who cannot climb. So this game application with the theme of climbing adventure, was formed to meet the satisfaction of members of the Bandung Mountaineering Community, with Cocos 2d-x programming based on the Android game engine using a smartphone that produces climbing adventure games with 2D (two-dimensional) characters. This application is designed with simple features, therefore users can play this adventure game comfortably. There is also a feature that will connect users directly to the KPGB website, in which there is information about climbing equipment. This application is expected to provide pleasure for members of the Bandung Mountaineering Community who cannot carry out adventure or climbing activities directly.  


2019 ◽  
Vol 8 (4) ◽  
pp. 2479-2485

Artificial Intelligence is a common element in digital video games and it is one of the most essential component in modern games. Modern games are populated with Non-Player Characters (AI Characters) that performs different activities. Realism is dominating in games and AI behavio rs are expected to be more realistic in games. Games that has poor unrealistic AI elements are facing heavy criticism from the player bases. Further, modern games are highly dynamic. Classical games had static environment with less or no changes in it. Such environments made implementation of AI easy and simple. In modern games, Progressive terrain generation and other such content generation methods increases the complexities of building an efficient AI for games that has many changes in real time. One of the most common AI in games is Patrolling AI especially in Shooter and Adventure Games. Patroling AI involves path finding and obstacle attack or defense. RRT algorithm and its variants are highly successful Probabilistic Determination AI that produced effective results in real time robotic movement. In order to build efficient Patrolling AI for games, a real time RRT* variant called RT-RRT* algorithm was employed. The algorithm is flexible enough to add various behaviors in addition to path finding which makes it more suitable for games. The algorithm takes samples from the environment and construct the efficient path. Also the algorithm inspect the environment in run time to ensure that no moving obstacle blocks the path. In such case, it rewires and create a new path. In order to manage the dynamic obstacles, a Real Time Obstacle Handling Algorithm was designed and employed in a dynamic game environment. The algorithms inputs the obstacles types and parameters. On identifying the obstacle approaching the AI in terrain, it tells the agent to perform the needed actions. The simulations was carried out using Unity Game Engine. The model proposed helped to create efficient patrolling AI that handle two major aspects of patrolling which is Path finding and Obstacle handling. The model will be highly suitable for dynamic game environments with lots of uncertainty and emergence.


Sainteks ◽  
2020 ◽  
Vol 16 (1) ◽  
Author(s):  
Pajar Sidiq ◽  
Hindayati Mustafidah
Keyword(s):  
3D Game ◽  

Haji merupakan rukun Islam yang kelima yang wajib dilaksanakan oleh seorang muslim yang telah mampu melaksanakannya. Manasik haji pada dasarnya adalah memberikan pelajaran atau informasi mengenai tata cara melaksanakan ibadah haji, sehingga tidak hanya terbatas pada calon jama’ah haji, biasanya masyarakat beragama muslim mempelajari tata cara melaksanakan ibadah haji dengan menggunakan buku-buku atau dengan cara memperagakan langsung dengan cara mensimulasikan tata cara ibadah haji sesuai dengan kondisi yang sebenarnya. Namun banyak kalangan masyarakat muslim yang enggan mendalami manasik haji, dikarenakan beberapa hal seperti tidak adanya waktu, dan kurangnya minat mempelajari dikarenakan kurang menarik dan tidak praktis. Dari hal tersebut sehingga muncul ide untuk membuat aplikasi simulasi manasik haji berbasis virtual 3D, aplikasi ini berisi tentang simulasi untuk rukun haji. Aplikasi manasik haji berbasis virtual reality ini dirancang dan dibuat dengan menggunakan software 3Ds Max dan unity 3D Game Engine. Hasil penelitian berupa aplikasi manasik haji yang dapat menampilkan simulasi virtual reality, yang meliputi simulasi tiba di bandara, Wukuf di Arafah, Mabit di Muzdalifah, Mabit di Mina, Jumrah, Tawaf, Sa’i dan simulasi Tahallul. Dengan adanya aplikasi ini diharapkan akan terjadi peningkatan minat masyarakat dalam mempelajari tata cara pelaksanaan ibadah haji.Kata kunci : virtual reality, manasik haji, simulasi, 3D.


Humaniora ◽  
2020 ◽  
Vol 11 (2) ◽  
pp. 137-144
Author(s):  
Ahmad Faisal Choiril Anam Fathoni ◽  
Jehezkiel Christian Ray

The research aimed to apply batik motifs to strengthen the differentiation of characters in the form of adventure games that could be an interesting and effective learning medium for introducing music theory. In order to work towards achieving its objective, developing interest in music theory by using games and animations specifically to approach more people and make this project sustainable, these games were supposed to be aimed into intellectual property. Therefore to be able to make it competitive, strong differentiation was needed as so many IP characters emerged as competitors. One of the strengths that could be added to these characters was by applying local content. It was a strong differentiator and could be developed with a deeper philosophy so that it had a wealth that could be developed more widely in the future, which in this case was using batik. To achieve goal, the research used the design thinking method and qualitative methodology to collect data. The researchers collected data through the process of document research, an observation about the implementation of batik patterns in character design for animation. The result is the characters’ designs of a game to teach music theory using batik pattern application. In conclusion, the batik pattern has the potential to strengthen differences in character design.


2014 ◽  
Vol 169 ◽  
pp. 443-453 ◽  
Author(s):  
Jeremiah J. Shepherd ◽  
Lingxi Zhou ◽  
William Arndt ◽  
Yan Zhang ◽  
W. Jim Zheng ◽  
...  

More and more evidence indicates that the 3D conformation of eukaryotic genomes is a critical part of genome function. However, due to the lack of accurate and reliable 3D genome structural data, this information is largely ignored and most of these studies have to use information systems that view the DNA in a linear structure. Visualizing genomes in real time 3D can give researchers more insight, but this is fraught with hardware limitations since each element contains vast amounts of information that cannot be processed on the fly. Using a game engine and sophisticated video game visualization techniques enables us to construct a multi-platform real-time 3D genome viewer. The game engine-based viewer achieves much better rendering speed and can handle much larger amounts of data compared to our previous implementation using OpenGL. Combining this viewer with 3D genome models from experimental data could provide unprecedented opportunities to gain insight into the conformation–function relationships of a genome.


Sign in / Sign up

Export Citation Format

Share Document