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2022 ◽  
Vol 6 (2) ◽  
pp. 39-43
Author(s):  
Darius Andana Haris ◽  
Jeanny Pragantha ◽  
Carmello Fabrian Husen

“Full Metal Parabellum” is a three-dimensional rail shooter game for smartphone with an Android Operating System. This game was created using Unity 3D game engine for Android platform. In this game, player will have to defeat all enemies in every stages. Player can move the in-game camera and aim by moving the smartphone around. This game is tested by black box testing, alpha testing, and beta testing with a survey distributed to 30 respondents. The survey shows that Full Metal Parabellum is a fun game that easy to play, and the gyroscope feature that was implemented in this game is working as planned.


2021 ◽  
Author(s):  
Weixuan Lei ◽  
Yu Sun

Training for fencing during the pandemic has changed from what it was beforehand. Students have been taking lessons online, and instead of fencing with peers, students now train by watching and analyzing fencing videos. Learning fencing from watching videos of world class fencers is an effective way of learning. However, sabre fencing is so fast that many inexperienced fencers are unable to capture the important information by watching short clips. Therefore, they are unable to learn techniques such as sabre fencing just from watching videos. This paper traces the development of an application that can utilize computer vision and pose estimation to analyze fencing video clips and output accurate scored points as well as the techniques used within the given clips. We applied our application to help less experienced fencers improve their ability to recognize points and conduct qualitative evaluations of different fencing techniques.


2021 ◽  
Author(s):  
Charles Yang ◽  
Yu Sun

Youths have a higher car accident rate, so to decrease the percentage, I developed a game that will teach players to practice safer driving behaviors [5]. It is meant to simulate real driving, and teaches the players key individual concepts about road safety. This game puts an emphasis on properly executing blinking, hill parking, and headlights. This addresses the problem in other games where they solely focus on steering and acceleration, as this game also includes other driving elements to promote defensive driving. The intended goal of this game was to teach beginner drivers proper driving etiquette in a safe, risk-free environment and become a potential alternative to the traditional method of driving on real roads.


2021 ◽  
Author(s):  
Tannop Sangvanloy ◽  
Pujana Paliyawan ◽  
Ruck Thawonmas ◽  
Kingkarn Sookhanaphibarn ◽  
Worawat Choensawat
Keyword(s):  

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.


In making a path finding algorithm in a 3D game to determine the direction of the NPC agent towards the destination, the Djiksra algorithm, Depth First Search, Breadth First Search and so on, usually the shortest distance is directly proportional to the travel duration to the target point. In this study, a test will be made using a list marker point such as the Djiksra algorithm to get the shortest distance and fastest time to reach the destination, in making this algorithm the C# language is used and the Unity software is used. After experimenting with various list points in different places in two directions, it was found that the distance traveled is always directly proportional to duration. So the selection of the fastest or shortest path can be done with this list point marker algorithm.


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