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BulletMass Modeling

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XBOX. PC. Project Introduction. The Problem. A Proposed Look. The Matlab Model. Advantages ... Each Cell has a Velocity and Position. Breaking of Springs ... – PowerPoint PPT presentation

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Title: BulletMass Modeling


1
Bullet-Mass Modeling
  • Scott Barber
  • Computer Science Intern

2
Jaleco Entertainment(Game Company)
  • Previously VR-1
  • Located In Boulder
  • Extensive Range of Games
  • NightCaster
  • PulseRacer
  • Extensive Range of Platforms
  • Playstation
  • XBOX
  • PC

3
Project Introduction
  • The Problem
  • A Proposed Look
  • The Matlab Model
  • Advantages
  • Disadvantages
  • Results
  • Future Enhancements
  • Conclusion

4
The ProblemRealistic Games
  • Increasing Reality of Games
  • Current Realism of Games
  • First-Person Shooters

5
Shooting an Object
  • Current Way of Handling
  • Predefined Objects
  • Some Random Elements
  • Need for Additional Realism
  • Fully Dynamic Shooting

6
The Matlab Model
  • Set of NN Cells
  • Interaction of Spring Forces
  • Springs Repel if Close
  • Springs Attract if Far Away
  • Each Cell has a Velocity and Position
  • Breaking of Springs between Cells
  • Defined Maximum Spring Length

7
Model Advantages
  • Fully Dynamic
  • Object Breaks Differently, Based Upon Inputs
  • Maximum Expandability

8
Model Disadvantages
  • At This Point, Must be NN
  • Additional complexity for non square matricies
  • Not typical of game models
  • Need Many Points to Accurately Simulate
  • Most current game Models
  • Have minimized vertex and polygon counts.
  • Only have Exterior Points. Wasteful
  • Additional Computational Speed
  • Done In Matlab. Not C

9
Model Results
  • Chaos
  • Very Hard to Define Parameters Going In
  • Unstable
  • Moving the entry point vastly affects how the
    model reacts
  • Model Realism vs Unrealism
  • Material Density
  • Stress Points

10
Model Results
  • Demonstration of Project
  • Does not match Real World
  • Would not be effective for in-game computations
  • Well. Not yet at least
  • Would have to be ported to a game language
  • Helpful, currently, for determining pre-defined
    break patterns

11
Future Enhancements
  • Simulating Points, not specifically representing
    them
  • Addition of Springs possibly make it more
    realistic
  • Make Each Spring Different, not Uniform

12
Conclusion
  • May have helpful visualization techniques
  • A future version, might be game usuable
  • Great Expandability
  • Other Applications
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