• Title/Summary/Keyword: GameEngine

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Design of Fishing Game Based on a Cross-Platform Server

  • Chang, Jaewoo;Kong, Hyunseung;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.4
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    • pp.45-51
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    • 2022
  • Due to the spread of COVID-19, many local governments are burdened with the influx of large-scale tourists. As a climate that values Work-Life-Balance has emerged, interest in individual life and satisfaction is rapidly increasing. In addition, due to the popularity of the metaverse field, many people are increasingly interested in related content. In particular, "Animal Crossing: New Horizons" sold more than 15 million copies in 2020, and is enjoying exchanges of interior design, fishing, and collecting insects here. In line with this trend, this study introduces the development of online fishing games based on Jeju infrastructure. This paper focuses on implementation and development, and in particular, it introduces differentiated games through character animation optimized for developing a topographic model that maximizes the beauty of Jeju Island's topography based on the Unity 3D engine.

Efficiency Evaluation of Hierarchical Finite-State Machines and Behavior Trees according to Behavior Mechanism of Intelligent NPCs (지능형 NPC의 행동 메커니즘에 따른 계층적 유한 상태 기계와 행동 트리의 효율성 평가)

  • Jung-Min Lee;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.113-118
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    • 2024
  • In this study, we designed and analyzed two main structures for effectively implementing the behavior of intelligent NPCs the Hierarchical Finite State Machine (HFSM) and the Behavior Tree, by creating experimental games. The HFSM was found to be efficient for complex interaction-centered actions where state changes and transitions are crucial, while the Behavior Tree was effective in dynamic environments where ease of modification and expansion are required for dynamic responses under various conditions. These structures were experimentally applied using the Unity engine to verify their efficiency. This study focused on the basic structure design and plans to apply these structures to an upcoming action-adventure escape game. The results of this research are expected to assist game developers in efficiently implementing intelligent NPCs, thereby contributing to the improvement of game quality and player satisfaction.

Development of Real-time Underground Utilities Management System using Real-time Kinematics Systems and 3D Game Engines (RTK 시스템과 3차원 게임엔진을 이용한 실시간 지하 매설물 관리 시스템 개발)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.51-58
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    • 2011
  • This paper describes a development of system that enables the user to manage and display from 3D viewer after at real-time saves attribute informations in DBMS using RTK systems and 3D game engines. The 3-dimensional game engines for this system will be input a attribute values of underground utilities which is measured from RTK systems with wireless network. This system which sees does to make be a possibility of managing creation, elimination, modification for the underground utilities from 3-dimensional viewer. The coordinates about the underground utilities measures with GPS. The base reference point for RTK systems uses one in reference points which are measured in existing. GPS coordinates revised a reference point in standard. The 3-dimensional game engines are having the function which manages the underground utilities with 3-dimensions. The function is the same as wireless network of RTK systems, 3-dimensional display for terrain and underground utilities, input and registration for attribute of underground utilities, etc. The system which sees will be able to prevent the various accident which is caused by in the spatial location coordinate which underground utilities is inaccurate. And the system which sees is accurate is a possibility of managing and the application possibility is high very. Finally, this system could be applied very usefully from the point of view which starts a new town development.

A Study on Metaverse Construction Based on 3D Spatial Information of Convergence Sensors using Unreal Engine 5 (언리얼 엔진 5를 활용한 융복합센서의 3D 공간정보기반 메타버스 구축 연구)

  • Oh, Seong-Jong;Kim, Dal-Joo;Lee, Yong-Chang
    • Journal of Cadastre & Land InformatiX
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    • v.52 no.2
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    • pp.171-187
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    • 2022
  • Recently, the demand and development for non-face-to-face services are rapidly progressing due to the pandemic caused by the COVID-19, and attention is focused on the metaverse at the center. Entering the era of the 4th industrial revolution, Metaverse, which means a world beyond virtual and reality, combines various sensing technologies and 3D reconstruction technologies to provide various information and services to users easily and quickly. In particular, due to the miniaturization and economic increase of convergence sensors such as unmanned aerial vehicle(UAV) capable of high-resolution imaging and high-precision LiDAR(Light Detection and Ranging) sensors, research on digital-Twin is actively underway to create and simulate real-life twins. In addition, Game engines in the field of computer graphics are developing into metaverse engines by expanding strong 3D graphics reconstuction and simulation based on dynamic operations. This study constructed a mirror-world type metaverse that reflects real-world coordinate-based reality using Unreal Engine 5, a recently announced metaverse engine, with accurate 3D spatial information data of convergence sensors based on unmanned aerial system(UAS) and LiDAR. and then, spatial information contents and simulations for users were produced based on various public data to verify the accuracy of reconstruction, and through this, it was possible to confirm the construction of a more realistic and highly utilizable metaverse. In addition, when constructing a metaverse that users can intuitively and easily access through the unreal engine, various contents utilization and effectiveness could be confirmed through coordinate-based 3D spatial information with high reproducibility.

Development of the Visualization Prototype of Radar Rainfall Data Using the Unity 3D Engine (Unity 3D 엔진을 활용한 강우레이더 자료 시각화 프로토타입 개발)

  • CHOI, Hyeoung-Wook;KANG, Soo-Myung;KIM, Kyung-Jun;KIM, Dong-Young;CHOUNG, Yun-Jae
    • Journal of the Korean Association of Geographic Information Studies
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    • v.18 no.4
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    • pp.131-144
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    • 2015
  • This research proposes a prototype for visualizing radar rainfall data using the unity 3D engine. The mashup of radar data with topographic information is necessary for the 3D visualization of the radar data with high quality. However, the mashup of a huge amount of radar data and topographic data causes the overload of data processing and low quality of the visualization results. This research utilized the Unitiy 3D engine, a widely used engine in the game industry, for visualizing the 3D topographic data such as the satellite imagery/the DEM(Digital Elevation Model) and radar rainfall data. The satellite image segmentation technique and the image texture layer mashup technique are employed to construct the 3D visualization system prototype based on the topographic information. The developed protype will be applied to the disaster-prevention works by providing the radar rainfall data with the 3D visualization based on the topographic information.

Development of Simulator for Rockfall and Landslide using Physical Engine (물리엔진을 사용한 낙석 및 산사태 시뮬레이터 개발)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.60-67
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    • 2009
  • This paper describes a development of system that enables the user to simulate the rockfall and landslide from slopes using physical engine. Until now, it will not be able to accomplish the virtual experiment of three-dimensional interpretation about slope informations, stability evaluation, the rockfall and landslide simulation, etc., because of absence of three-dimensional simulation systems which relates with slopes. With like that reason, this paper developed a simulator which is identical or similar the rockfall and the landslide where the possibility which will occur or occurred from actuality is high very actual condition from virtual experiment. For a simulator development, this paper uses the physical engine which is mainly used from computer game and animation development etc., And it will be show the process where the rockfall and landslide occurs with simulator. This simulator which sees the process where the rockfall and the landslide occur from three-dimension computer graphics theory and the physical engine, is a system which is the possibility of showing actual feeling. Therefore, the result of this paper is applied in vehicle travelling guidance system and intelligence traffic systematic etc., because of creates visual service and three-dimensional application of the slope information database which is developed in existing, and will be able to forecast the upgrade of user benefit planning and a service.

Parallel Processing Algorithm of JPEG2000 Using GPU (GPU를 이용한 JPEG2000 병렬 알고리즘)

  • Lee, Dong-Ha;Cho, Shi-Won;Lee, Dong-Wook
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.57 no.6
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    • pp.1075-1080
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    • 2008
  • Most modem computers or game consoles are well equipped with powerful graphics processing units(GPUs) to accelerate graphics operations. However, since the graphics engines in these GPUs are specially designed for graphics operations, we could not take advantage of their computing power for more general nongraphic operations. In this paper, we studied the GPUs graphics engine in order to accelerate the image processing capability. Specifically, we implemented a JPEC2000 decoding/encoding framework that involves both OpenMP and GPU. Initial experimental results show that significant speed-up can be achieved by utilizing the GPU power.

Flocking Implementation for NPC AI (NPC 인공 지능을 위한 무리짓기 구현)

  • Yoo, Hyun-Ji;Lee, Myoun-Jae;Kim, Kyoung-Nam
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.12
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    • pp.5083-5088
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    • 2010
  • An implementation of NPC AI(artifical intelligence) is similar with real world's flocking can increase fun factor of game. To this end, we design fish flocking patten of analyzed real world, implement using Ogre engine in this paper. To determine the usefulness of implemented fish flocking, we compare fish flocking in real world with implemented fish flocking. Implemented behavioral patterns of fish flocking show similar behavioral patterns of fish flocking in real world.

Comparative Analysis of 3D Open Source Game Engine (건설소음.진동규제 기준에 대한 문제점 개선방안)

  • Heo, Won;Hwang, Yo-Han;Kim, Dong-Kyun;Shin, Dong-Kyoo;Shin, Dong-Il
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.04a
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    • pp.718-720
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    • 2002
  • 본 논문에서는 3D 공개 게임 엔진에 대해서 간단한 소개와 함께 게임 엔진으로서 중요한 요소를 기준으로 비교분석 하였다. 개인의 개발연구용과 학교 및 연구소에서 비영리적으로 이용이 가능한 3D 게임 엔진에 대해서 간단하게 소개하며 각각의 특성을 비교 분석함으로써 더 많은 개발자들의 게임 엔진 연구에 효과적인 역할을 하였으면 한다.

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Surface Detailed Painterly Rendering Using Heightfield Map (하이트필드 맵을 이용한 회화적 질감 표현)

  • Ryoo, Seung-Taek
    • Journal of the Korea Computer Graphics Society
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    • v.12 no.4
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    • pp.1-5
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    • 2006
  • This paper introduces the surface detailed painterly rendering using heightfield map. To do this, we implement painterly rendering using normal mapping and displacement mapping method by heightfield map. The suggested method can apply to the 3D visualization program and game engine for representing the surface detailed realtime rendering using GPU Programming.

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