Wednesday, September 22, 2010

EXP2: Sketchup



With lots of errors in sketchup, a new innovation was created. This idea came from parks with the Japanese gates: Torii Gate. With the pillars of the BENV2423 model, it has been all taken down except for one pillar and remodeled into a Gate which sits in the middle of the winter wonderland park and resting zone for military personnel.

Tuesday, September 14, 2010

EXP2: Mastery 2



The mastery for week2 and week 1 are quite similar. However, an extra node is added to the flow graph: Inventory:ParachuteControl.

EXP2: Porosity Lens Brief

"In simple terms a Porosity Lens is a way to understand peoples navigation through an environment. A key aspect is that it takes into account how long people spend at certain places. This reflects on the public/private nature of those places. The use of the term 'lens' in Porosity Lens is metaphorical; in other words instead of using a glass lens to focus rays of light into an image (as is the case in a literal lens) students in BENV2423 are using flowgraph nodes to focus information to create a real-time interactive environment."


With the BENV2423 sketchup object, the intention of the use will be to create a building for vehicles to enter, unload the passengers and have them follow a path to the next room to enter the "Vtol" or spaceship. With this, the Porosity Lens will focus on this transaction and the environment in this transactional place. The AI nodes will possibly be given lots of AI:GoToSpeedStance nodes and they require much walking and driving. As my second mastery shows, the AI:GoToSpeedStance works on flying vehicles as well, not only that mid-air unloads which links with passengers opening parachutes is possible.


The usage of Vehicle:Enter and Vehicle:Unload will also play a major role in this porosity lens. Not only that possibly Time:Delay will be needed as each LTV truck that enters the transact station will carry more than 2 passengers. With Time:Delay the AI will bump less into each other and possibly create a more sync and efficiency transaction between vehicles.


The plan of using smart objects for Idle AI will also be considered. As the environment should be perceived to be a public location such as a bus stop or train station. With the research in to creating Idle AI, the usage of AI:Goto will be needed as the AI need to approach the Smart Object in order to initiate the chosen idle class.

S.W.O.T

Vehicle:Unload


Strength: easy and only way to have the AI leave the vehicle. Also the choice of which AI needs to leave the vehicle is very useful as in Mastery 1, the gunners are left in the vehicle to mount the gun.

Weaknesses: none that have been seen. 

Opportunities: this node will help make the interactive environment more life like as AI's will enter and exit vehicles.

Threat: none.


AIFollowPathSpeedStance

Strength: Directing the AI and vehicle on a path. 

Weaknesses: When AIPath is created, Road, is always auto-checked and with it checked it some times confuses the user that there is something wrong with the AIFollowPathSpeedStance. 

Opportunities: Creating a path for both AI and Vehicle.

Threat: None so far.



Vehicle:Enter

Strength: Very little variables and very straight forward. 

Weaknesses: For certain vehicles, i.e: Tank and Civ car, if the "fast" is not checked AI will be unable to enter the vehicle.

Opportunities: Used for AI to enter Vehicles.

Threat: None.

Saturday, September 4, 2010

The 3 nodes chosen. The reason for these choices were that with the diverse amount of vehicles that crysis wars presented it would be a shame to not use them. What more was that the final plan was to use these paths for possibly a car park or a bus station. The usage of these 3 nodes would be in high demand if my final plan were to succeed.

Vehicle:Enter

AIFollowPathSpeedStance

Vehicle:Unload

Mastery 1



The Mastery that this clip demonstrates is the AI entering a vehicle, following a specific path and then exiting the vehicle.

EXP2: Research.

Used:

Specifically for AI's that drive around. AI Paths are used so that they have a path to follow. 

A node to command the AI to enter the Vehicle. For tanks and Civ Cars, through the trial and error system, they the Vehicle: Enter needs to be "fast".


Vehicle:Unload
To unload all the passengers on board the Vehicle.

Used for Parachute and possibly for other uses when timing is crucial.

Opening Parachute command.

AI: Goto

Other Research:


Random Explosions

AI look at player:

AI drawing weapon: