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What Are You Working On

Started by March 19, 2015 01:56 AM
85 comments, last by walsh06 9 years, 9 months ago

I have been working on my FYP in college. It is a Basketball Management game. A lot of time has been spent doing sports data analysis in designing the project. I used data from the NBA to define certain behaviours in game that can be applied to the AI players. Matches are simulated second by second so the main part of the project is the AI players making decisions in the game. A lot of work has gone into the AI side of things. Also the AI managers to make sure the teams are being managed correctly. I have set up automated build and test systems that will run simulations for me and provide feedback on the simulation performance.

Only two weeks left on the project but its almost done now. A screenshot of the match screen is below

MatchScreenShot_zpsa3fnx8ig.png


Ditto, the colour choices and jaggedness are interesting. Is it heightmap based, voxels, or something else?

Thanks, it is voxel based

Yah the colors don't look real, just fanciful nonsense.

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Ditto, the colour choices and jaggedness are interesting. Is it heightmap based, voxels, or something else?

Thanks, it is voxel based

Yah the colors don't look real, just fanciful nonsense.

Have you got caves etc? I really enjoyed this articel on voxel terrains, covers caves, mineral deposits etc:

http://www.gamedev.net/blog/33/entry-2249106-more-procedural-voxel-world-generation/

I once had a contract job with a similar task: 3D reconstruction of an object from a video (with a few constrains that made the task easier than it soudns). I had to reject it though because of life issues and lack of free time.

Yes, lack of free time is an issue I'm familiar with ^^
Videos have their pros and cons. On the one hand, the change from one frame to the next is very small and can be exploited, and you have tons of frames. On the other hand, video frame resolution is usually rather low (<= Full HD) and most frames will contain motion blur.

Hey, I'd be interested to hear what you're up to. I had an interest in reconstruction which unfortunately (or perhaps fortunately) got put off when I got on an indie game team. I played with some of the tools and some overseas holiday snaps, didn't get great results. Obviously my ability to get more data is limited. ;) It did get me wondering whether you could apply user knowledge to further constrain solutions, for example: this area is sky (infinite distance), automatically or manually specify known geometry to iteratively improve the results (this point cloud really is a solid cylinder), or allow the user to manually tag on the photos areas that match. I was also looking at stitching video from a train ride into panorama-style photos, I can't say the open source image library documentation impressed me. ;)

Getting data shouldn't be a problem because unlike with SAR, LIDAR, ... you don't need any special equipment. Just an off the shelf digital camera.

Integrating knowledge about the world (houses have straight walls, windows tend to be periodic, etc.) is s.th. that I'm going to look into very likely. Obviously I want to refrain from too much user interaction because a) I'm lazy and b) it becomes impossible to compare your results to those in the literature once user interaction becomes a big part of the process.

Apart from exploiting knowledge about the world, I would also like to entertain the idea of trying to extract material parameters like albedo, specularity, glossiness, ambient occlusion and small scale normals from the reconstruction. But I'm not sure how well that works without any control over the light source.

I don't know which libraries you are referring to (OpenCV?), but I noticed that the software that is around is not very beginner friendly. It usually works rather well, but there are no warnings or hints. So if it doesn't work, you get no feedback on how to improve your data. Are you still experimenting with this? If you have any specific questions I'd be happy to help.

Some great stuff in here!

I've been working on a futuristic combat racing game for, like, the last 3 years, using my own engine. Except coding isn't what's keeping me occupied so long. Yeah, designing fun racetracks is *hard*. I can't remember how much work I've thrown away all this time because I didn't think it was good enough. Plus, having started working for a game company since July, I now have to push myself more to work on my own game having spent 8 hours working on another game every day. smile.png

Hopefully it'll be released during this summer though...the mobile/ouya ports will be basically graphically downgraded versions of the PC build, and done with Marmalade, so I get to keep most of my C++ code (and then I can start working on adding multiplayer and arena modes!)

I'd definitly play that on PC - I'm really missing Wipeout since I sold my PS3


I've been working on a futuristic combat racing game for, like, the last 3 years, using my own engine. Except coding isn't what's keeping me occupied so long. Yeah, designing fun racetracks is *hard*. I can't remember how much work I've thrown away all this time because I didn't think it was good enough.

I don't know how I missed your video. Very cool. I must admit level design can be a pain. I did a little bit a long time ago... don't know if it was a good system, but I'd pick a theme, then pick the multiplayer moments I wanted to experience (e.g. a good place to ambush the player who's winning/about to get a big advantage) and design to enable those moments.

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I have nothing to work on right now so I'm just doing exercises out of programing books. I find it calming and a great way to focus.

ok , new here not sure if this counts as it doesn't have fancy graphics. Its a football management game has has 1000+ users but I'm still developing it.

www.tacticalfootball.com

ok , new here not sure if this counts as it doesn't have fancy graphics. Its a football management game has has 1000+ users but I'm still developing it.

www.tacticalfootball.com

Is this like one of those fantasty football league things, that used to be done by post on a weekly basis?

Graphics aren't the be all and end all and i bet there is still big demand for this kind of thing, especially if you add a facility to play it by email etc.

ok , new here not sure if this counts as it doesn't have fancy graphics. Its a football management game has has 1000+ users but I'm still developing it.

www.tacticalfootball.com

Is this like one of those fantasty football league things, that used to be done by post on a weekly basis?

Graphics aren't the be all and end all and i bet there is still big demand for this kind of thing, especially if you add a facility to play it by email etc.

Its a browser based game with a persistent on-line universe of football players & clubs in leagues with a premiership and lower divisions and nations. Clubs play regular matches setting up teams with a drag/drop editor implemented on an hmtl canvas. It has a transfer market/forums/cup competitions involving all teams and quite a bit of other stuff. The football players several skills which change as they age and are trained. There is a lot of scope for tactics using conditional orders and drawing on the pitch to direct play. A cool match engine gives good feedback so clubs know how effective players & tactics were.

Its been a labour of love to get to this stage but pleased that loads of people are playing it. It does seem never ending though as there is always some feature that people are requesting or I dream up.

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