Abstract - Knowledge Based Systems Group - TU Delft
Abstract - Knowledge Based Systems Group - TU Delft
Abstract - Knowledge Based Systems Group - TU Delft
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I N T ERN SH I P T U D EL FT – SERI O U S GA M I N G RO T T ERD A M U N I V ERSI T Y / C M I<br />
D I GI T A L U N I V ERSI T Y PA GE 1 0 1 2 - 0 1 - 2 0 0 8<br />
1.1.2.3 Game play requirements<br />
K. Interactivity<br />
Interaction is the kind of action that occurs as two or more objects<br />
have an effect upon one another. In the gaming world this is the<br />
same. For example, if a car crashes into a building, the building<br />
gets damaged. So the interaction between the 2 object is that the<br />
building and the car got damaged as the result of a crash.<br />
To make a game or simulation realistic you should be able to pick<br />
up objects, talk to other players or Non playing characters. This all<br />
is called interaction.<br />
Our project needs: a game engine which makes it possible for<br />
objects in the virtual environment to “communicate” with each<br />
other. If an object does something with a second object, both of the<br />
objects need to react on each other.<br />
L. Movement<br />
The movement in a game is depended on the type of game, but is<br />
always one of the most important features in a game. Movement in<br />
a game is for example, walking with a character. The movement in<br />
a game is mostly controlled with the keyboard or mouse.<br />
Our project needs: a game engine which supports a keyboard (and<br />
probably a mouse) to control the movement of the character /<br />
player.<br />
M. View (Camera)<br />
The view in a game is controlled by cameras. Some games got<br />
cameras that can be controlled by the user and some don’t. The<br />
view is also defined by the type of game. There are first person,<br />
third person and “free camera” games. In first person camera view<br />
you see what is in front of the object you are controlling. That<br />
means looking trough the eyes of a character or see what is in front<br />
of a car. In third person camera view, the camera is behind the<br />
character or object you control. For example: looking at the back<br />
of a character. The “free camera” view means that the user can<br />
control the camera by itself. This camera view is mostly used in<br />
games that have a big area to overview. The view in a game is<br />
mostly controlled with the computer mouse.<br />
Our project needs: different cameras, for different camera views.<br />
Some camera’s need to follow our character, others need to stay<br />
focused on one particular spot.<br />
SVEN ANKER - 0773594<br />
ROB VAN DER KAMP - 0772800