Procedural Animation
A procedural animation is a type of computer animation used to automatically generate animation in real-time to allow for a more diverse series of actions than would otherwise be tedious 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 and clothing, rigid body dynamics, and hair and fur dynamics, as well as character animation. In video games, it is often used for simple or complex actions such as turning a character's head whenever a player looks around (as in '' Quake III Arena'') or ragdoll physics, which is usually used for the death of a character in which the ragdoll will realistically fall to the flo ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Computer Animation
Computer animation is the process used for digitally generating Film, moving images. The more general term computer-generated imagery (CGI) encompasses both still images and moving images, while computer animation refers to moving images. Virtual cinematography, Modern computer animation usually uses 3D computer graphics. Computer animation is a digital successor to stop motion and traditional animation. Instead of a physical model or illustration, a digital equivalent is manipulated frame-by-frame. Also, computer-generated animations allow a single graphic artist to produce such content without using actors, expensive set pieces, or Theatrical property, props. To create the illusion of movement, an image is displayed on the computer monitor and repeatedly replaced by a new similar image but advanced slightly in time (usually at a rate of 24, 25, or 30 frames/second). This technique is identical to how the illusion of movement is achieved with television and Film, motion pictur ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
LucasArts
Lucasfilm Games (known as LucasArts between 1990 and 2021) is an American video game brand licensing, licensor, former video game developer and video game publisher, publisher, and a subsidiary 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, 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 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
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 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
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 Animation, 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 Central processing unit, 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 body, 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 joint ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Physics Engine
A physics engine is computer software that provides an approximate simulation of certain physical systems, typically classical dynamics, including rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics. It is 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 accura ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Procedural Texture
In computer graphics, a procedural texture is a Image texture, 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, rock (geology), stone, and others. Usually, the natural look of the rendered result is achieved by the usage of fractal noise and turbulence function (mathematics), functions. These functions are used as a Number, 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 positio ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Procedural Generation
In computing, procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated content and algorithms coupled with computer-generated randomness and processing power. In computer graphics, it is commonly used to create Procedural texture, 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. 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 Texture mapping, textures and polygon mesh, meshes. Sound is often also procedurally generated, and has applications in both speech synthesis as well as music. It has been used to creat ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Procedural Programming
Procedural programming is a programming paradigm, classified as imperative programming, that involves implementing the behavior of a computer program as Function (computer programming), procedures (a.k.a. functions, subroutines) that call each other. The resulting program is a series of steps that forms a hierarchy of calls to its constituent procedures. The first major procedural programming languages appeared –1964, including Fortran, ALGOL, COBOL, PL/I and BASIC. Pascal (programming language), Pascal and C (programming language), C were published –1972. Computer processors provide hardware support for procedural programming through a stack register and instructions for Subroutine#Jump to subroutine, calling procedures and returning from them. Hardware support for other types of programming is possible, like Lisp machines or Java processors, but no attempt was commercially successful. Development practices Certain software development practices are often employed with ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Backbreaker (video Game)
''Backbreaker'' is an American football video game, developed by NaturalMotion, and released on June 1, 2010 in North America and on June 25, 2010 in Europe. It uses the Euphoria (software), Euphoria game engine, that determines animations dynamically rather than depending on canned animations. The game has an extensive logo editor and team builder that was called "one of its silver linings" as the game does not have any official license for teams. 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 overall rating of 54% from review aggregator Metacritic, while the PlayStation 3 version received ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
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, ''Grand Theft Auto'' series, following 2004's ''Grand Theft Auto: San Andreas'', and the eleventh entry overall. Set in 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 Nonlinear gameplay, 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 view, third-person perspective and its world is navigated on foot and 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 co ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
NaturalMotion
NaturalMotion Limited 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 video 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: Endorphi ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Euphoria (gaming Software)
Euphoria ( ) is the experience (or affect (psychology), affect) of pleasure or excitement and intense feelings of well-being and happiness. Certain natural rewards and social activities, such as aerobic exercise, laughter, listening to or making music and dancing, can induce a state of euphoria. Euphoria is also a symptom of certain neurological disorder, neurological or neuropsychiatric disorders, such as mania. Romantic love and components of the human sexual response cycle are also associated with the induction of euphoria. Certain drugs, many of which are Addiction, addictive, can cause euphoria, which at least partially motivates their recreational use. Hedonic hotspots – i.e., the pleasure centers of the brain – are functionally linked. Activation of one hotspot results in the recruitment of the others. Inhibition of one hotspot results in the blunting of the effects of activating another hotspot. Therefore, the simultaneous activation of every hedonic hots ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |