|
I've been developing techniques for the realtime procedural animation of assorted creatures for my Ph.D. The idea is that all animation is driven by the creature's embodiment in the environment, taking a lot of inspiration from AI, robotics and ethology. Video from last year: http://www.youtube.com/watch?v=I1P_B65XW4I Most of the work has concentrated on Spiders, although I'm currently extending the simulation to cover creatures of similar morphology (body close to ground, legs in parallel), such as insects and lizards. SuperFurryAnimal fucked around with this message at 01:43 on Jun 12, 2008 |
# ¿ Jun 12, 2008 01:35 |
|
|
# ¿ May 6, 2024 10:48 |
|
ashgromnies posted:Holy cow. Can you give more details on what technology makes this possible? That's awesome. Basically, the core technologies are a fully physically simulated figure (rigid body hierarchy with powered joints), inverse dynamics (limb movements), robotic/ethology inspired gait controllers, and a lot of self-organisation. The animation is a result of the (mostly indirect) feedback between many self-regulating simulatory components, which all act in some way to maintain balance.
|
# ¿ Jun 12, 2008 21:51 |
|
I've spent the last three weeks working on an entry for the XNA Dream Build competition. Who would have thought that building a game on your own in three weeks was difficult? Anyway, here's the result: Video of 'Arena' mode (blurry as all gently caress). The core mechanic is that point multipliers are based on how quickly you dispatch each enemy - do it efficiently and you get a bonus based on the enemy's size, and a +1 to your chain (firework). A chain of 5 efficient kills in a row gives x2 multiplier to bonuses, a chain of 10 = x4 and so on. You are only allowed to fire three rockets at any one time, so its all about targeted strikes (or that was the aim anyway). SuperFurryAnimal fucked around with this message at 22:29 on Sep 23, 2008 |
# ¿ Sep 23, 2008 22:22 |
|
Luminous posted:This is really cool. I am curious, how much work did you have to do in terms of the graphics? For instance, the fire work effects and explosions - was that a particle effect completely created by you, or does XNA have some bases to work off of? I'd say its quite easy. It basically boils down to changing parameters and writing some position/scale/rotation code for each effect.
|
# ¿ Sep 24, 2008 01:59 |