Friday 11 November 2011

Research Assignment




This tutorial is for typical user of crysis sandbox2, I would assume veiwers  to have some basic knowledge of entities in crysis and flowgraph. There are quite a few tutorials teaching behaviours of AI on the web, but I found most of them not detailed enough. Most viewers had trouble getting it right like in the tutorial. So I tried to go step by step slowly and clearly.

The aim of my tutorial is focused on the movement of AI with the aid of flowgraph. The flowgraph is a vital part of the editor, the flowgraphs I taught are fairly straight foward, so this way it is good for people to get the hang of it. It could also benefit viewers that have some understanding of the flowgrph, since everything in a flowgraph makes sense and is logical, audience could really take on from this point and develop their skills, being able to use flowgraphs allow you to do many things wheather its sound or visual.

My tutorial is aimed at people who use Sandbox 2, but haven't learnt flowgraphs to any great extent. The flowgraphs that I used are not with great complexity, however it could be overwhelming for start users to go straight into complex nodes such as reading xml.
The tutorial is also aimed especially at people doing benv2423. I assume some basic sandbox skills from viewers.  In the video, firstly I showed how utilise tagpoint and AI with the aid of flowgrah to make AI walk to  a point wherever the user wants in the map, secondly I showed how to add an AI path for a vehicle to drive along it and also another flowgraph. The similarities between these flowgraphs are that you frequently need to assign them to the right entities for AI to perform various actions in the virtual world.

Reference:

http://konakona.nbtxathcx.net/sb2/?page=flowgraphs

http://www.youtube.com/watch?v=IGRydaZFobQ

http://www.youtube.com/watch?v=elOSbV3s0dc&feature=related

There is another "Research" post with a website if you have a look at older posts.

Exp2 Final Submission Analytics Engine



Crysis level: http://www.mediafire.com/?gow54511rafup7b
go to tutorial - games- level- terminal- select terminaXML2.cry


sketchup : http://sketchup.google.com/3dwarehouse/details?mid=9a034e3b5e6e4bcf7189b910b6a363d0&prevstart=0

The three 30s videos are in the post week3 and week 4.

Exp2 Week5 marking sheets























Wednesday 9 November 2011

Exp2 Analytics Engine

I will create an anlytics engine directly related to the chosen pachube feed by reading the xml live feed which is saved within the mod folder, the idea of creating the engine is according to the change of light conditions, data would be shown in the real-time visual representation and a dwelling (or gate, hallway maybe) would glow in response to the data. Like I analysed in my S.W.O.T, the weakness of the feed i chose is that it has only light sensor supplied, I would try to incorporate both light sensor and sound(music) sensor to fix this. The opportunity of the feed is it could be in use for emergency scenario such as a fire. Therefore the change of light conditions could possibly be caused by natural light or fire. The threat I am mainly concerned with is the consistency of the data, this will be solved by flowgraph techniques.

Exp2 Week4




In this video the time of day is changing really fast so doest the lighting conditions, I used the xml flowgraph to show numbers and cubes to represent the changing lighting intensity.





In this video I used a scale flowgraph to show diffrent occupations with different salaries, we have firefighters, pilot, sicentise and marine. As the avatar walks closer to the cubes you cansee their salaries accordingly.



Exp2 Week3 video



The gates glow to show that lighting condition is changing , as you pass throught each gate the number changes and it glows stronger.

Monday 3 October 2011

Exp2 Week3 infographics

This is a good one for particle effects in crysis sandbox,  the tornadoes, hurricane, snowstorms, wildfires and earthquake all can be done in the sandbox in 3d with sound. The numbers can also pop up continously according to the change of particle effects.



The idea I could possibly borrow from this graph is placing different AI in the environment and they will have a cuboid with certain height according to the salary.




Timeline could link to time of day, implied movement can be actual movement. Different entities can be highlighted in different colors.