scholarly journals Enhancing a Commercial Game Engine to Support Research on Route Realism for Synthetic Human Characters

2011 ◽  
Vol 2011 ◽  
pp. 1-15
Author(s):  
Gregg T. Hanold ◽  
Mikel D. Petty

Generating routes for entities in virtual environments, such as simulated vehicles or synthetic human characters, is a long-standing problem, and route planning algorithms have been developed and studied for some time. Existing route planning algorithms, including the widely used A*algorithm, are generally intended to achieve optimality in some metric, such as minimum length or minimum time. Comparatively little attention has been given to route realism, defined as the similarity of the algorithm-generated route to the route followed by real humans in the same terrain with the same constraints and goals. Commercial game engines have seen increasing use as a context for research. To study route realism in a game engine, two developments were needed: a quantitative metric for measuring route realism and a game engine able to capture route data needed to compute the realism metric. Enhancements for recording route data for both synthetic characters and human players were implemented within the Unreal Tournament 2004 game engine. A methodology for assessing the realism of routes and other behaviors using a quantitative metric was developed. The enhanced Unreal Tournament 2004 game engine and the realism assessment methodology were tested by capturing data required to calculate a metric of route realism.

2021 ◽  
Author(s):  
Hasan Baran Fırat ◽  
Luigi Maffei ◽  
Massimiliano Masullo

AbstractThis study analyses one of the most popular game engines and an audio middleware to reproduce sound according to sound propagation physics. The analysis focuses on the transmission path between the sound source and the receiver. Even if there are several ready-to-use real-time auralization platforms and software, game engines' use with this aim is a recent study area for acousticians. However, audio design needs with game engines and the limits of their basic releases require additional tools (plugins and middleware) to improve both the quality and realism of sound in virtual environments. The paper discusses the use of Unreal Engine 4 and Wwise's 3D audio production methods in a set of different test environments. It assesses their performance in regard to a commercial geometrical acoustics software. The results show that the investigated version of the game engine and its sound assets are insufficient to simulate real-world cases and that significant improvements can be achieved with use of the middleware.


Author(s):  
Chaitya Vohera ◽  
Heet Chheda ◽  
Dhruveel Chouhan ◽  
Ayush Desai ◽  
Vijal Jain

Author(s):  
Daniel Delling ◽  
Peter Sanders ◽  
Dominik Schultes ◽  
Dorothea Wagner

2020 ◽  
pp. 177-192
Author(s):  
Noah Kellman

A game engine streamlines the process of game programming by including an array of built-in features that allow programmers to skip the incredibly difficult step of developing physics from scratch. By using game engines like Unity or Unreal, programmers can use the objects provided by those engines, and with knowledge of how they behave, begin creating a game almost right away. Unity is one of the leading game engines today and is particularly well-loved within the indie game economy because it is free and allows developers to easily integrate their games across multiple platforms. This chapter dives into many different audio features of Unity and how one can use them creatively, including a discussion of all of the audio components available in Unity, as well as the mixing functionality. This builds a foundation for the following chapter, which provides a practical lesson on using programming to design the audio landscape of a game in Unity beyond the limitations of the engine’s built-in functionality.


Author(s):  
Kim Vincs

The central project of contemporary dance has been to create a spatiotemporal poetics of the body based on its relationship to gravity. Virtual reality technologies enable a much more radical deconstruction of the conventional dancing body; in three-dimensional computer-generated space, the laws of physics can literally be coded into being, and Susanne Langer’s notion of “virtual force” becomes negotiable by dancers on an entirely new scale. Dancers can float free of gravity or change their physical morphology seemingly at will. Game-engine technology enables “virtual choreography” in digitally generated worlds; motion capture technology is central to transferring dance movement into CG interactive environments. Drawing on work by dance technology artists and research centers around the world, this chapter argues that the poetic affordances of motion capture provide a fundamental shift in conceptualizing dance movement that expands dance’s ability to critically and artistically engage with virtual environments, and therefore with an increasingly virtualized cultural imagination.


Author(s):  
El-Sayed Aziz ◽  
Chenghung Chang ◽  
Felipe Arango ◽  
Sven K. Esche ◽  
Constantin Chassapis

Recently, the potential of using commercially available computer game engines to implement virtual engineering experiments (which represent pure computer simulations) has been explored by various educational institutions. Using a game engine in conjunction with a corresponding software development kit, it is possible for educators to replace the content of an existing computer game with educational content, thus creating virtual laboratory environments. The utilization of game engines for educational purposes is expected to increase the degree of immersive presence of the students engaging in such game-based laboratory exercises as well as the level of interactivity between the students. This paper will discuss the integration of a game-based virtual laboratory environment with remote experiments conducted using actual physical devices. In particular, the paper will focus on possible ways in which the data transfer between a computer game engine and an existing remote laboratory experiment can be accomplished. Strategies for the extraction of laboratory experiment data and for the conversion of data formats are discussed. Possible methods by which the laboratory experiment output data is accessed and displayed are also addressed. Some of the key questions affecting the possible process flows are if and at what point the laboratory experiment mode of interaction should switch from the game engine to the remote laboratory experiment and then switch back to the game engine, and whether or not the user should know that and when it occurred. Finally, the paper will present a sample implementation of a virtual laboratory, into which a specific remote experiment was integrated.


Author(s):  
Hayato Ohwada ◽  
Masato Okada ◽  
Katsutoshi Kanamori

This paper describes route-planning algorithms for navigation in amusement parks (e.g. Disneyland). Unlike conventional shortest-path-finding used for traveling salesman problems, the authors provide several algorithms that consider waiting time estimates in real time, exploit the reservation facilities of an attraction such as Fastpass in Disneyland, and balance a series of enjoyment types such as excitement or relaxation. These features make the new shortest-path algorithms more flexible and dynamic for supporting the cognitive aspects of enjoyment. The authors developed a navigation tool as a Web application in which users select their attractions of interest and the application suggests reasonable and enjoyable routes. An experiment was conducted to demonstrate the performance of this application, focusing on well-known attractions in Tokyo Disneyland.


Author(s):  
Tim Stowell ◽  
Jon Scoresby ◽  
Michael R. Capell ◽  
Brett E. Shelton

Market 3D engines have all the capabilities needed for developing full-featured 3D simulation and game environments. However, for those in education and small business, it remains a formidable task to acquire the resources needed to purchase or create a development platform with cutting-edge capabilities. Leveraging existing and open-source software libraries can greatly enhance the main application development, freeing developers to focus more on the application concept itself rather than the needed supporting pieces. This article explores the nuances of successfully mixing core code with these third-party libraries in creating a fully functioning development environment. Many steps with accompanying checks-and-balances are involved in creating a game engine, including making choices of which libraries to use, and integrating the core code with third-party libraries. By offering insights into our open source driven process, we help inform the understanding of how game engines may be generated for other educational and small-budget projects.


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