[PDF][PDF] Large-scale finite state game engines.

M Stanton, S Geddert, A Blumer, P Hormis… - … on Computer Animation, 2016 - cs.cmu.edu
M Stanton, S Geddert, A Blumer, P Hormis, A Nealen, S Cooper, A Treuille
Symposium on Computer Animation, 2016cs.cmu.edu
This paper presents a new model reduction technique that exploits large-scale, parallel
precomputation to create interactive, real-time games with the visual fidelity of offline
rendered films. We present an algorithm to automatically discretize a continuous game into a
large finite-state machine that can be pre-rendered in the film world. Despite radical
differences from existing game engines, our finite-state approach is capable of preserving
important characteristics of continuous games including smooth animation, responsiveness …
Abstract
This paper presents a new model reduction technique that exploits large-scale, parallel precomputation to create interactive, real-time games with the visual fidelity of offline rendered films. We present an algorithm to automatically discretize a continuous game into a large finite-state machine that can be pre-rendered in the film world. Despite radical differences from existing game engines, our finite-state approach is capable of preserving important characteristics of continuous games including smooth animation, responsiveness to input, triggered effects and passive animation. We demonstrate our technique with a 30-second interactive game set in an award-winning short film.
cs.cmu.edu
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