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 7 1 2 - 0 1 - 2 0 0 8<br />
Our project needs: (integrated) modeling tool for building<br />
characters, surroundings and objects.<br />
B. Rendering system<br />
Rendering systems are used to make a digital image from a model.<br />
Textures, lights and shadows become visible. In Serious Gaming<br />
this is the last major step, giving the final appearance to the models<br />
and animation. There are lots of rendering systems available. Some<br />
are integrated in modeling and animation packages, some are<br />
stand-alone, some are free open-source projects. There are two<br />
types of rendering: pre-rendering and real time rendering. Prerendering<br />
is a computationally intensive process that is typically<br />
used for movie creation, while real-rime rendering is often done<br />
3D video games which rely on the use of graphics cards with 3D<br />
hardware accelerators.<br />
Our project needs: a rendering system (integrated in the modeling<br />
tool) for rendering the game scenes. This is very useful for creating<br />
a realistic environment.<br />
1.1.2.2 Engine requirements<br />
C. Animation<br />
An animation is a simulation of movement created by displaying a<br />
series of pictures or frames. Animation is one of the main<br />
ingredients for Serious Gaming. Many software applications make<br />
it possible to create animations which you can use in your game.<br />
Walking cycles, explosives and tree & scenic animations are<br />
examples of computer animations.<br />
Our project needs: a game engine with an animation option; to<br />
make it possible for our characters to walk through the virtual<br />
environment and to make the game look more realistic.<br />
D. Collision<br />
In serious gaming collision detection involves algorithms for<br />
checking for collision or intersection of two given solids.<br />
Simulating what happens once a collision is detected is sometimes<br />
referred to as "collision response", for which see “physics (physics<br />
engine)”. Collision detection algorithms are a basic component of<br />
3D video games. Without them, characters could go through walls<br />
and other obstacles.<br />
Our project needs: a game engine which has collision detection for<br />
preventing the character to walk through walls and other object.<br />
SVEN ANKER - 0773594<br />
ROB VAN DER KAMP - 0772800