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CAROSA: A Tool for Authoring NPCs

机译:CAROSA:创作NPC的工具

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Certainly non-player characters (NPCs) can add richness to a game environment. A world without people (or at least humanoids) seems barren and artificial. People are often a major part of the setting of a game. Furthermore, watching NPCs perform and have a life outside of their interactions with the main character makes them appear more reasonable and believable. NPCs can also be used to move forward the storyline of a game or provide emotional elements. Authoring NPCs can, however, be very laborious. At present, games either have a limited number of character profiles or are meticulously hand scripted. We describe an architecture, called CAROSA (Crowds with Aleatoric, Reactive, Opportunistic, and Scheduled Actions), that facilitates the creation of heterogeneous populations by using Microsoft Outlook®, a Parameterized Action Representation (PAR), and crowd simulator. The CAROSA framework enables the specification and control of actions for more realistic background characters, links human characteristics and high level behaviors to animated graphical depictions, and relieves some of the burden in creating and animating heterogeneous 3D animated human populations.
机译:当然,非玩家角色(NPC)可以增加游戏环境的丰富性。一个没有人(或至少没有人形生物)的世界似乎是荒芜和人为的。人通常是游戏设置的主要部分。此外,观看NPC在与主角互动之外的表演和生活使他们显得更加合理和可信。 NPC也可以用于推动游戏故事情节发展或提供情感元素。但是,编写NPC可能会非常费力。目前,游戏要么具有有限的人物形象,要么是精心编写的手稿。我们描述了一种称为CAROSA(具有自动,反应性,机会主义和计划动作的人群)的体系结构,该体系结构通过使用MicrosoftOutlook®,参数化动作表示(PAR)和人群模拟器来促进异类群体的创建。 CAROSA框架支持规范和控制更逼真的背景角色的动作,将人类特征和高级行为链接到动画图形描绘,并减轻了创建和动画化3D动画人类群体的负担。

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