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Procedural Animation
A procedural animation is a type of computer animation, used to automatically generate animations, animation in real-time to allow for a more diverse series of actions than could otherwise be created using predefined animations. Procedural animation is used to simulate particle systems (smoke, fire, waterMiguel Gomez, "Interactive Simulation of Water Surfaces" in "Game Programming Gems", ed. Mark DeLoura. Charles River Media, 2000, p 187-199, Greg James, “Operations for Hardware-Accelerated Procedural Texture Animation” in “Game Programming Gems 2” ed. Mark DeLoura, Charles River Media, 2001, p 497, ), Cloth modeling, cloth and clothing, rigid body dynamics, and hair and fur dynamics, as well as character animation. In video games, it is often used for simple things like turning a character's head when a player looks around (as in ''Quake III Arena'') and more complex things, like ragdoll physics, which is usually used for the death of a character in which the ragdoll w ...
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Computer Animation
Computer animation is the process used for digitally generating animations. The more general term computer-generated imagery (CGI) encompasses both static scenes (still images) and dynamic images (moving images), while computer animation refers to moving images. Modern computer animation usually uses 3D computer graphics to generate a three-dimensional picture. The target of the animation is sometimes the computer itself, while other times it is film. Computer animation is essentially a digital successor to stop motion techniques, but using 3D models, and traditional animation techniques using frame-by-frame animation of 2D illustrations. Computer-generated animations can also allow a single graphic artist to produce such content without the use of actors, expensive set pieces, or props. To create the illusion of movement, an image is displayed on the computer monitor and repeatedly replaced by a new image that is similar to it but advanced slightly in time (usually at a ra ...
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LucasArts
Lucasfilm Games (known as LucasArts between 1990 and 2021) is an American video game brand licensing, licensor that is part of Lucasfilm. It was founded in May 1982 by George Lucas as a video game development group alongside his film company; as part of a larger 1990 reorganization of the Lucasfilm divisions, the video game development division was grouped and rebranded as part of LucasArts. LucasArts became known for LucasArts adventure games, its line of adventure games based on its SCUMM engine in the 1990s, including ''Maniac Mansion'', the ''Monkey Island (series), Monkey Island'' series, and several ''Indiana Jones'' titles. A number of influential game developers were alumni of LucasArts from this period, including Brian Moriarty, Tim Schafer, Ron Gilbert, and Dave Grossman (game developer), Dave Grossman. Later, as Lucasfilm regained control over its licensing over the ''Star Wars'' franchise, LucasArts produced numerous action game, action-based ''Star Wars'' titles in th ...
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Game Physics
Computer animation physics or game physics are laws of physics as they are defined within a simulation or video game, and the programming logic used to implement these laws. Game physics vary greatly in their degree of similarity to real-world physics. Sometimes, the physics of a game may be designed to mimic the physics of the real world as accurately as is feasible, in order to appear realistic to the player or observer. In other cases, games may intentionally deviate from actual physics for gameplay purposes. Common examples in platform games include the ability to start moving horizontally or change direction in mid-air and the double jump ability found in some games. Setting the values of physical parameters, such as the amount of gravity present, is also a part of defining the game physics of a particular game. There are several elements that form components of simulation physics including the physics engine, program code that is used to simulate Newtonian physics within ...
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Ragdoll Physics
Ragdoll physics is a type of procedural animation used by physics engines, which is often used as a replacement for traditional static death animations in video games and animated films. As computers increased in power, it became possible to do limited real-time physical simulations, which made death animations more realistic. Early video games used manually created animations for a character’s death sequences. This had the advantage of low CPU utilization, as the data needed to animate a "dying" character was chosen from a set number of pre-drawn frames. In contrast, a ragdoll is a collection of multiple rigid bodies (each of which is ordinarily tied to a bone in the graphics engine's skeletal animation system) tied together by a system of constraints that restrict how the bones may move relative to each other. When the character dies, their body begins to collapse to the ground, honouring these restrictions on each of the joints' motion, which often looks more realistic. Th ...
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Physics Engine
A physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, of use in the domains of computer graphics, video games and film ( CGI). Their main uses are in video games (typically as middleware), in which case the simulations are in real-time. The term is sometimes used more generally to describe any software system for simulating physical phenomena, such as high-performance scientific simulation. Description There are generally two classes of physics engines: real-time and high-precision. High-precision physics engines require more processing power to calculate very precise physics and are usually used by scientists and computer animated movies. Real-time physics engines—as used in video games and other forms of interactive computing—use simplified calculations and decreased accuracy to compute in time for the game to respon ...
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Procedural Texture
In computer graphics, a procedural texture is a texture created using a mathematical description (i.e. an algorithm) rather than directly stored data. The advantage of this approach is low storage cost, unlimited texture resolution and easy texture mapping. These kinds of textures are often used to model surface or volumetric representations of natural elements such as wood, marble, granite, metal, stone, and others. Usually, the natural look of the rendered result is achieved by the usage of fractal noise and turbulence functions. These functions are used as a numerical representation of the "randomness" found in nature. Solid texturing Solid texturing is a process where the texture generating function is evaluated over \mathbb^ at each visible surface point of the model so the resulting material properties (like color, shininess or normal) depends only on their 3D position, not their parametrized 2D surface position like in traditional 2D texture mapping. Consequently, soli ...
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Procedural Generation
In computing, procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated assets and algorithms coupled with computer-generated randomness and processing power. In computer graphics, it is commonly used to create textures and 3D models. In video games, it is used to automatically create large amounts of content in a game. Depending on the implementation, advantages of procedural generation can include smaller file sizes, larger amounts of content, and randomness for less predictable gameplay. Procedural generation is a branch of media synthesis. Overview The term ''procedural'' refers to the process that computes a particular function. Fractals are geometric patterns which can often be generated procedurally. Commonplace procedural content includes textures and meshes. Sound is often also procedurally generated, and has applications in both speech synthesis as well as music. It has been used to ...
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Procedural Programming
Procedural programming is a programming paradigm, derived from imperative programming, based on the concept of the ''procedure call''. Procedures (a type of routine or subroutine) simply contain a series of computational steps to be carried out. Any given procedure might be called at any point during a program's execution, including by other procedures or itself. The first major procedural programming languages appeared circa 1957–1964, including Fortran, ALGOL, COBOL, PL/I and BASIC. Pascal and C were published circa 1970–1972. Computer processors provide hardware support for procedural programming through a stack register and instructions for calling procedures and returning from them. Hardware support for other types of programming is possible, but no attempt was commercially successful (for example Lisp machines or Java processors). Procedures and modularity Modularity is generally desirable, especially in large, complicated programs. Inputs are usua ...
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Backbreaker (video Game)
''Backbreaker'' is an American football video game, developed by NaturalMotion, and released on 1 June 2010 in North America and on 25 June 2010 in Europe. It uses the Euphoria game engine, that determines animations dynamically rather than depending on canned animations. ''Backbreaker'' does not use teams from the National Football League (NFL) because Electronic Arts has an exclusive license to produce NFL games in its ''Madden'' series. The game relies on an extensive logo editor and team builder that was called "one of its silver linings." NaturalMotion announced ''Backbreaker'' in August 2007, with a targeted release date of late 2008. The game ended up being delayed until mid-2010. ''Backbreaker'' received mixed reviews. While it was praised for the Euphoria animation system, realistic physical gameplay, and the logo editor, it was criticized for its weak online play, poor passing game, and lack of depth in single-player modes. The Xbox 360 version of the game received an ...
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Grand Theft Auto IV
''Grand Theft Auto IV'' is a 2008 action-adventure game developed by Rockstar North and published by Rockstar Games. It is the sixth main entry in the ''Grand Theft Auto'' series, following 2004's '' Grand Theft Auto: San Andreas'', and the eleventh instalment overall. Set within the fictional Liberty City, based on New York City, the single-player story follows Eastern European war veteran Niko Bellic and his attempts to escape his past while under pressure from high-profile criminals. The open world design lets players freely roam Liberty City, consisting of three main islands, and the neighbouring state of Alderney, which is based on New Jersey. The game is played from a third-person perspective and its world is navigated on foot or by vehicle. Throughout the single-player mode, players control Niko Bellic. An online multiplayer mode is also included with the game, allowing up to 32 players to engage in both cooperative and competitive gameplay in a recreation of the sin ...
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NaturalMotion
NaturalMotion is a British video game development company with development offices in London, Brighton and Birmingham. Founded in November 2001 as a spin-out company from Oxford University, NaturalMotion specialises in creating animation technology for the game and film industries. In January 2014, NaturalMotion was acquired by Zynga for US$527 million. Their main technology products are Endorphin (for the film industry) and Euphoria (for the gaming industry), in addition to videos games such as Backbreaker and CSR Racing. Technology NaturalMotion commercialized their procedural animation technology, which they call ''Dynamic Motion Synthesis (DMS)''. DMS is based on a real-time simulation of biomechanics and the motor control nervous system. As such, it has roots in biology and robot control theory. NaturalMotion states that DMS allows for fully interactive 3D characters, as it is not based on canned animation. DMS is used in two of the company's products: Endorphin, a 'tool ...
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Euphoria (gaming Software)
Euphoria was a game animation middleware created by NaturalMotion based on Dynamic Motion Synthesis, NaturalMotion's proprietary technology for animating 3D characters on-the-fly "based on a full simulation of the 3D character, including body, muscles and motor nervous system". Instead of using predefined animations, the characters' actions and reactions are synthesized in real-time; they are different every time, even when replaying the same scene. While it is common for current video games to use limp "ragdolls" for animations generated on the fly, Euphoria employed a more complex method to animate the entirety of physically bound objects within the game environment. The engine was to be used in an '' Indiana Jones'' game that was later cancelled. According to its web site, Euphoria ran on the Microsoft Windows, OS X, Linux, PlayStation 3, PlayStation 4, Xbox 360, Xbox One, iOS and Android platforms and was compatible with all commercial physics engines. A press release tha ...
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