Review IMGD 4000. Engine Architecture Types Broadly, what are the two architecture types discussed for game engines? What are the differences?

Slides:



Advertisements
Similar presentations
Artificial Intelligence in Game Design
Advertisements

Adam Miles. Transport Tycoon Deluxe (TTD): Written by Chris Sawyer for Microprose in Written almost entirely in Assembly language. Designed for.
7.2. AI E NGINE AND S TEERING B EHAVIOUR I Design of an AI Engine and introduction to steering in game AI.
Adam Miles.  Transport Tycoon Deluxe (TTD):  Written by Chris Sawyer for Microprose in  Written almost entirely in Assembly language.  Designed.
AI Pathfinding Representing the Search Space
Chapter 4.2 Collision Detection and Resolution. 2 Collision Detection Complicated for two reasons 1. Geometry is typically very complex, potentially requiring.
Pathfinding Basic Methods.
CSE 380 – Computer Game Programming Pathfinding AI
Generated Waypoint Efficiency: The efficiency considered here is defined as follows: As can be seen from the graph, for the obstruction radius values (200,
KO DamageRangeCoverPickups A TACTICAL FIGHTER Risk Own Damage Opponent Damage.
Artificial Intelligence in Game Design Intelligent Decision Making and Decision Trees.
Week 14 - Monday.  What did we talk about last time?  Bounding volume/bounding volume intersections.
Soul Envoy Final Year Project 22nd April 2006 By Zhu Jinhao.
SURGICAL SIMULATIONS: IT’S ALL IN A GAME ! Gaming techniques for medical applications. V. Kotamraju, S. Payandeh, J. Dill Experimental Robotics Laboratory,
Chapter 4.2 Collision Detection and Resolution. 2 Collision Detection Complicated for two reasons 1. Geometry is typically very complex, potentially requiring.
1 Geometry A line in 3D space is represented by  S is a point on the line, and V is the direction along which the line runs  Any point P on the line.
Game Mathematics & Game State The Complexity of Games Expectations of Players Efficiency Game Mathematics o Collision Detection & Response o Object Overlap.
Level 2 Mobile and Games Programming Modules Cathy French K233.
ATI GPUs and Graphics APIs Mark Segal. ATI Hardware X1K series 8 SIMD vertex engines, 16 SIMD fragment (pixel) engines 3-component vector + scalar ALUs.
Introduction What is this ? What is this ? This project is a part of a scientific research in machine learning, whose objective is to develop a system,
Mechanics, Dynamics & Aesthetics The Complexity of Games Expectations of Players Efficiency Game Mathematics o Collision Detection & Response o Object.
Advanced Pathfinding IMGD 4000
Tactical AI in Real Time Supervisor: Aleks Jakulin Crew: Damir Arh, Matija Jekovec, Mitja Luštrek Gregor Leban, Martin Žnidaršič, Uroš Čibej Translation:
Computer graphics & visualization Collision Detection – Narrow Phase.
Artificial Intelligence in Game Design Camera Control.
CSE 381 – Advanced Game Programming 3D Game Architecture.
Networking Networking is done via a single component that is persistent in each machine’s game. This multiplayer manager component handles all Unity RPC.
Town Defenders Strategy Game prepared by: Osama N
Yossi Azar Tel Aviv University Joint work with Ilan Cohen Serving in the Dark 1.
Autonomous Vehicles By: Rotha Aing. What makes a vehicle autonomous ? “Driverless” Different from remote controlled 3 D’s –Detection –Delivery –Data-Gathering.
1 CO Games Development 1 Week 6 Introduction To Pathfinding + Crash and Turn + Breadth-first Search Gareth Bellaby.
Flow Fields Hao Li and Howard Hamilton. Motivation for Flow Fields Multiple AI algorithms in a computer game can produce conflicting results. The AI must.
1 The Use of Artificial Intelligence in the Computer Game Industry.
3.3 Pathfinding Design Architecture 저 자 : Dan Higgins 발표자 : 김용욱.
AN OVERVIEW OF GAME DEVELOPMENT
ARTIFICIAL CITY A TRAFFIC SIMULATION. INSPIRATION SimCity 4 CitiesXL
Artificial Intelligence in Game Design Dynamic Path Planning Algorithms.
CLASS 10 SCENE GRAPHS BASIC ANIMATION CS770/870. A scene Graph A data structure to hold components of a scene Usually a Tree of a Directed Acyclic Graph.
Artificial Intelligence in Game Design Complex Steering Behaviors and Combining Behaviors.
WORLD NAVIGATION Don’t Fall Asleep Through These Topics  Tile Graphs  Points of Visibility  NavMesh  Path Smoothing  Hierarchical Pathfinding.
Kinematics of Particles Lecture II. Subjects Covered in Kinematics of Particles Rectilinear motion Curvilinear motion Rectangular coords n-t coords Polar.
CSCE 552 Fall 2012 Math, Physics and Collision Detection By Jijun Tang.
1 1. Representing and Parameterizing Agent Behaviors Jan Allbeck and Norm Badler 연세대학교 컴퓨터과학과 로봇 공학 특강 학기 유 지 오.
Energy Kinetic energy is the energy of motion. Potential pnergy is stored energy.
City College of New York 1 John (Jizhong) Xiao Department of Electrical Engineering City College of New York Mobile Robot Control G3300:
Game tree search Chapter 6 (6.1 to 6.3 and 6.6) cover games. 6.6 covers state of the art game players in particular. 6.5 covers games that involve uncertainty.
Artificial Intelligence in Game Design Lecture 8: Complex Steering Behaviors and Combining Behaviors.
Advanced Games Development Game Physics CO2301 Games Development 1 Week 19.
Crowd Dynamics AI Engine w/ PSO By: Keith Ainsworth Pd. 5.
Introduction to Game Programming & Design III Lecture III.
A Game AI Case Study Greg Alt Surreal Software
1 Chapter 7 Advanced Pathfinding Techniques improving performance & quality Reference: Game Development Essentials Game Artificial Intelligence.
Advanced Pathfinding IMGD 4000 With material from: Millington and Funge, Artificial Intelligence for Games, Morgan Kaufmann 2009 (Chapter 4) and Buckland,
Detail Issues in Robust Pathfinding Thomas Young
Potential Energy Review of Work Work is the product of force and distance. W = Fd If work is done on an object its energy is changed If the work done.
Network Management Lecture 13. MACHINE LEARNING TECHNIQUES 2 Dr. Atiq Ahmed Université de Balouchistan.
Review IMGD Engine Architecture Types Broadly, what are the two architecture types discussed for game engines? What are the differences?
Network Layer COMPUTER NETWORKS Networking Standards (Network LAYER)
Tech/ME 140: Unit 5 Lecture Mechanism Design: Introduction to Mechanisms, Synthesis Using Graphical Approach. Motion Analysis and Simulation: Animation.
Enemy and Friendly AIs Richard Gesick.
Chapter 4.2 Collision Detection and Resolution
Workshop II UU Crowd Simulation Framework
CIS 488/588 Bruce R. Maxim UM-Dearborn
CIS 488/588 Bruce R. Maxim UM-Dearborn
Mechanics, Dynamics & Aesthetics
Notes on AI for Games text (and Behavior Trees)
Fundaments of Game Design
Advanced Games Development Game Physics
Force Directed Placement: GPU Implementation
Crowd Dynamics AI in C++
Presentation transcript:

Review IMGD 4000

Engine Architecture Types Broadly, what are the two architecture types discussed for game engines? What are the differences?

Basic Game AI What is a decision tree? What are strengths vs. weaknesses? What is a hierarchical finite state machine? Why use it versus a “flat” state machine? Where is the “knowledge” in the above? How else might we approach AI?

Basic Game Physics What does step size matter when simulating game physics? How can step size be decoupled from frame rate/game loop rate?

Collision Detection What is intersection testing? Using overlap testing, how can you determine exactly when/where the collision occurred?

Pathfinding with Waypoints What is one potential problem with pathfinding using waypoints? What is a potential fix to the problem above?

Pathfinding with Waypoints What is one potential problem with pathfinding using waypoints? Ans: blind spots, waypoint generation, kinky paths What is a potential fix to the problem above? Ans: fine-grained graphs, flood fill, path smoothing

Pathfinding with a NavMesh Is a Navmesh a replacement for A*? Why or why not?

Pathfinding with a NavMesh Is a Navmesh a replacement for A*? Why or why not? Ans: No. A Navmesh is a replacement for a waypoint graph. Instead of points, the graph nodes are polygons, covering the walkable area. A* can still be used to chart the path.

Tuning Pathfinding Sketch you how might you “time slice” to limit the CPU load of pathfinding

Tuning Pathfinding Sketch you how might you “time slice” to limit the CPU load of pathfinding Ans: Create a PathPlanner that stores progress along path. Create a PathManager that allocates out “cycles” to registered PathPlanners. Allow for fixed number of cycles per tick.

Autonomous Movement What are the three main components of the “steering” model? What does each do?

Autonomous Movement What are the three main components of the “steering” model? What does each do? Ans: Action Selection – chose goals and plans Steering – Calculate trajectories, apply forces Locomotion – apply mechanics of motion

Steering force for Seek Given a vehicle with mass and velocity and a target, describe how “seek” works

Steering force for Seek Given a vehicle with mass and velocity and a target, describe how “seek” works Ans: target velocity desired velocity steering force

Combining Forces What is the blended approach to combining steering forces? What is the prioritized approach to combining steering forces?

Combining Forces What is the blended approach to combining steering forces? Ans: All steering forces are called, with weights providing balance What is the prioritized approach to combining steering forces? Ans: Steering forces are prioritized, called in order until one or max force is reached

Camera Control Related to advanced camera control: – What is “zoning”? – What are “dynamics”? – What is “blending”? – What are “rails”?

Camera Control Describe the design of a camera zoning approach. How can you design camera dynamics not to move the camera with every movement of the player?

Camera Control What is blending? As part of blending, what is ease?

Networking Should multi-player computer games use TCP or UDP as a transport protocol? Why? Why does NAT make it difficult to provide for a two-person, networked computer game?

Latency and Games What are the main ways that latency can affect player performance in network games?

Graphics What are the primary differences between GPUs and CPUs. Consider both performance and the architecture. What is a light probe? What is it used for? What is Level of Detail geometry? How is it used?