Notes 225
Notes 2/25 turboSquid asset store achieve 60fps / vr requires 120fps or 180fps networked games: aim for 16ms response time
fps: 70-110 degree field of view
cameras require smooth motion spherical linear interpolation (slerp) easing+tweens jerk, low framerate, or wide field of view can cause motion sickness artificial nose! camera clipping physics: implement camera collision and bump the object to safe zones avoid clipping camera effects motion blur, shake, film grain smoothly fade in/out as objects reach visual horizon input for precision games, you need to develop a sense of mastery over your input device for mobile: swipe, tilt, touch funny tutorial: “Look down” and bind whatever they do to down glow, other affordances to show responsiveness Control design Fitts’s law: Bigger targets -> Faster movement to target Hick’s law: More choices -> logarithmically longer decision time AI Unity packages implement AI Decision trees: finite state machines. Can be a performance issue with n^2 transitions between states Behavior trees hierarchical state machine. strategy / tactics / actions can make decisions as a group (like flocking) Maslow’s hierarchy of needs -> but requires careful tuning of heuristics. And indecision.
Navigation a* gridmap navigation mesh: navigable nodes and polygons watershed partitioning or monotone partitioning
Idea: make a game of social interaction with heuristics. Emergent score
- How will students interact in a space?
- Film with Kinect; collect kinematic data.
- Use this to weight edges in a neural network.
- Use the neural network as a heuristic to animate animations of the same students in new spaces.