83 research outputs found

    Space Game Project Using Delta3D Simulation Engine

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    Tato prĂĄce se zabĂœvĂĄ simulačnĂ­m a hernĂ­m enginem Delta3D a moĆŸnostĂ­ jeho vyuĆŸitĂ­ pro vĂœvoj her. Poskytuje seznĂĄmenĂ­ s tĂ­mto enginem a jeho ideologiĂ­. Je zde popsĂĄno, jak tento engine pƙistupuje k vykreslovĂĄnĂ­, vĂœpočtu fyziky, pƙehrĂĄvĂĄnĂ­ zvukĆŻ a jinĂœm zĂĄleĆŸitostem hojně ve hrĂĄch vyuĆŸĂ­vanĂœm. DĂĄle zde jsou popsĂĄny nĂĄstroje poskytovanĂ© enginem Delta3D, kterĂ© je moĆŸnĂ© pƙi vĂœvoji her pouĆŸĂ­t. Těchto informacĂ­ je potĂ© pouĆŸito k implementaci samotnĂ© jednoduchĂ© hry v tomto enginu. Postup pƙi nĂĄvrhu a implementaci tĂ©to hry je popsĂĄn v hlavnĂ­ části prĂĄce.This bachelor's thesis is about gaming and simulation open-source engine Delta3D and its possibilities in game design and development. Work describes basics and ideology of this engine and how engine handles drawing, physics, audio processing and other things widely used in current games. Furthermore this work describes tools offered by engine, which may be used in the process of creating games. This information is then used to implement simple game created with this engine. Process of design and implementation is described in the main part of this thesis.

    Applying Gaming Technology to Tomahawk Mission Planning and Training

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    Fall 2005 Simulation Interoperability Workshop, Paper Number 4 & Presentation.Simulation Interoperability Standards Organization (SISO) SIW Conference PaperOver the past decade the computer gaming industry has not only generated its own multi-billion dollar section of the entertainment industry, but it has also made significant inroads into the military market, especially in training and simulation, starting with Marine Doom and continuing up to today ’s Full Spectrum Command and America ’s Army. This paper describes a Navy-funded research project that uses gaming technology for not only training, but also as an operational decision aid for the Tactical Tomahawk Weapon Control System (TTWCS). The research is aimed at adapting game engine technology to predict and simulate the motion of ground target vehicles (e.g. SCUD Launchers) through their local terrain over a given period of time, then use the associated rendering capabilities to provide realistic 3D views. The paper presents an overview of the TTWCS mission and how it will benefit from specific advances in gaming technology, especially in the areas of artificial intelligence, path finding, and physics. It discusses the current state of the project using existing commercial gaming technology and the future plans for adapting and expanding the open source game engine technology of the Delta3D project underway at the MOVES Institute at the Naval Postgraduate School

    Systematic literature review of realistic simulators applied in educational robotics context

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    This paper presents a systematic literature review (SLR) about realistic simulators that can be applied in an educational robotics context. These simulators must include the simulation of actuators and sensors, the ability to simulate robots and their environment. During this systematic review of the literature, 559 articles were extracted from six different databases using the Population, Intervention, Comparison, Outcomes, Context (PICOC) method. After the selection process, 50 selected articles were included in this review. Several simulators were found and their features were also analyzed. As a result of this process, four realistic simulators were applied in the review’s referred context for two main reasons. The first reason is that these simulators have high fidelity in the robots’ visual modeling due to the 3D rendering engines and the second reason is because they apply physics engines, allowing the robot’s interaction with the environment.info:eu-repo/semantics/publishedVersio

    LVC Interaction within a Mixed Reality Training System

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    The United States military is increasingly pursuing advanced live, virtual, and constructive (LVC) training systems for reduced cost, greater training flexibility, and decreased training times. Combining the advantages of realistic training environments and virtual worlds, mixed reality LVC training systems can enable live and virtual trainee interaction as if co-located. However, LVC interaction in these systems often requires constructing immersive environments, developing hardware for live-virtual interaction, tracking in occluded environments, and an architecture that supports real-time transfer of entity information across many systems. This paper discusses a system that overcomes these challenges to empower LVC interaction in a reconfigurable, mixed reality environment. This system was developed and tested in an immersive, reconfigurable, and mixed reality LVC training system for the dismounted warfighter at ISU, known as the Veldt, to overcome LVC interaction challenges and as a test bed for cuttingedge technology to meet future U.S. Army battlefield requirements. Trainees interact physically in the Veldt and virtually through commercial and developed game engines. Evaluation involving military trained personnel found this system to be effective, immersive, and useful for developing the critical decision-making skills necessary for the battlefield. Procedural terrain modeling, model-matching database techniques, and a central communication server process all live and virtual entity data from system components to create a cohesive virtual world across all distributed simulators and game engines in real-time. This system achieves rare LVC interaction within multiple physical and virtual immersive environments for training in real-time across many distributed systems

    Using a Cognitive Architecture for Opponent Target Prediction

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    One of the most important aspects of a compelling game AI is that it anticipates the player’s actions and responds to them in a convincing manner. The first step towards doing this is to understand what the player is doing and predict their possible future actions. In this paper we show an approach where the AI system focusses on testing hypotheses made about the player’s actions using an implementation of a cognitive architecture inspired by the simulation theory of mind. The application used in this paper is to predict the target that the player is heading towards, in an RTS-style game. We improve the prediction accuracy and reduce the number of hypotheses needed by using path planning and path clustering

    Visualization and Simulation in Graphics Scene Using Delta3D

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    Účelem prĂĄce je popis tvorby vizualizačnĂ­ a simulačnĂ­ aplikace s vyuĆŸitĂ­m knihovny Delta3D. V prvnĂ­ kapitole se nachĂĄzĂ­ popis struktury knihovny, nĂĄsledovanĂœ seznĂĄmenĂ­m se zĂĄkladnĂ­mi mechanizmy a prostƙedky enginu. Obsahem druhĂ© a tƙetĂ­ kapitoly je nĂĄsledně pƙíklad ručnĂ­ tvorby jednoduchĂ© gra fickĂ© scĂ©ny a popis tvorby rozsĂĄhlejĆĄĂ­ aplikace vyuĆŸĂ­vajĂ­cĂ­ ĆĄirĆĄĂ­ spektrum moĆŸnostĂ­ poskytovanĂœch knihovnou Delta3D.Goal of this thesis is to describe the process of creating a visualisation and simulation application using Delta3D. First chapter contains description of library structure, followed by familiarization with basic mechanics and features of the engine in chapter two. Content of third and fourth chapter is an example creation of simple graphics scene and description of development of more advanced application using wider spectrum of features off ered by Delta3D library.

    The Design of a Graphics Engine for the Development of Virtual Reality Applications

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    This work presents the design and the features of a flexible realtime 3D graphics engine aimed at the development of multimedia applications and collaborative virtual environments. The engine, called EnCIMA (Engine for Collaborative andImmersive Multimedia Applications), enables a fast development process of applications by providing a high level interface, which has been implemented using the C++object-oriented programming paradigm. The main features of the proposed engine are the support to scene management, ability to load static and animated 3D models, particle system effects, network connection management to support collaboration, and collision detection. In addition, the engine supports several specialized interaction devices such as 3D mice, haptic devices, 3D motion trackers, data-gloves, and joystickswith and without force feedback. The engine also enables the developer to choose the way the scene should be rendered to, i.e. using standard display devices, stereoscopy, or even several simultaneous projection for spatially immersive devices. As part of the evaluation process, we have compared the performance of EnCIMA to a game engine and two scene graph toolkits, through the use of a testbed application. The performanceresults and the wide variety of non-conventional interaction devices supported are evidences that EnCIMA can be considered a real time virtual reality engine

    Video Game Design Method for Novice

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    This paper shows how college students withoutprior experience in video game design can create an interestingvideo game. Video game creation is a task that requires weeksif not months of dedication and perseverance to complete.However, with Alice, a group of three sophomore students whonever designed a game can create a full-fledged video game fromgiven specifications. Alice is 3D graphics interactive animationsoftware, which is well-tried and proven to be an enjoyablelearning environment. At the start of this project, students aregiven guidelines that describe expected outcomes. With minimumsupervision, in three days, a working program that matches theguidelines is accomplished. In additional two days, studentsenhance the quality with better graphics design and music.With this experience, 3D graphics interactive animationsoftware, like Alice, is demonstrated to be a useful teaching toolin education for academic courses of game development anddesign. This paper not just discusses how the video game wascreated, but also speaks of the difficulties the team overcomeseasily with Alice

    A Platform Independent Game Technology Model for Model Driven Serious Games Development

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    Game‑based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of ‘digital native’ learners. However, this approach is impeded by the limited availability of suitable ‘serious’ games and high‑level design tools to enable domain experts to develop or customise serious games. Model Driven Engineering (MDE) goes some way to provide the techniques required to generate a wide variety of interoperable serious games software solutions whilst encapsulating and shielding the technicality of the full software development process. In this paper, we present our Game Technology Model (GTM) which models serious game software in a manner independent of any hardware or operating platform specifications for use in our Model Driven Serious Game Development Framework

    Software assembly and open standards for driving simulation

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    Driving simulation systems involve a combination of different computation codes. Although some of these modules are application-specific, their majority is reusable and state-of-the-art implementations are readily available in the open source community. This study investigates whether these open source libraries can combine to build a driving simulation application with reasonable performance. To this end, a component-oriented architecture is proposed, in which modules encapsulate relevant libraries behind a standard interface and exchange simulation data through a message passing interface. By integrating a render engine, a physics library and a simple vehicle dynamics model, we were able to rapidly build a functional minimal simulation application supporting distributed execution over a cluster of computers. As this architecture allows the transparent modification of module code and simplifies the addition of new modules, this kernel represents the foundations of an extensible and reconfigurable open source system dedicated to driving simulation. Details on this kernel application and ongoing development of this platform can found at http://open-s.sourceforge.net.Les logiciels de simulation de conduite reposent sur une combinaison de diffĂ©rents codes de calculs. Bien qu’une partie de ces modules soit extrĂȘmement dĂ©pendante d’un usage particulier, leur majoritĂ© est rĂ©utilisable et certaines implĂ©mentations de pointe sont disponibles dans la communautĂ© du logiciel libre. Cette Ă©tude vise Ă  dĂ©terminer s’il est possible de combiner ces bibliothĂšques libres afin de construire une application de simulation de conduite atteignant de raisonnables performances. A cette fin, nous proposons une architecture orientĂ©e composant, selon laquelle ces bibliothĂšques sont encapsulĂ©es dans des modules s’échangeant des donnĂ©es relatives Ă  la simulation au travers d’une interface d’échange de messages. En intĂ©grant Ă  cette architecture un moteur graphique, une bibliothĂšque de simulation de physique et un simple modĂšle de dynamique de vĂ©hicule, nous avons pu rapidement mettre en place une application de simulation minimale, pouvant s’exĂ©cuter de maniĂšre distribuĂ©e sur un cluster d’ordinateurs. Cette architecture permettant de modifier le code d’un module de maniĂšre transparente et simplifiant l’ajout de nouveaux modules, ce noyau constitue la base d’un logiciel libre extensible et polymorphique dĂ©diĂ© Ă  la simulation de conduite dont les dĂ©tails peuvent ĂȘtre consultĂ©s sur le site : http://open-s.sourceforge.net
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