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首页> 外文期刊>Journal of Theoretical and Applied Information Technology >A STUDY ON REPRESENTING NATURAL SENSE OF ATTACK AND DESTROYING BODY-PART IN 3D GAME BASED ON UNREAL ENGINE 4
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A STUDY ON REPRESENTING NATURAL SENSE OF ATTACK AND DESTROYING BODY-PART IN 3D GAME BASED ON UNREAL ENGINE 4

机译:基于非引擎4的3D游戏中表示攻击和毁灭身体的自然感觉的研究4

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摘要

The system component of the game called destruction has basically a feature that makes users feel more action and thrill. This feature can give players more realism and more immersion in the game. Especially, if we apply this system element to Virtual Reality (VR) technology which is emerging recently, we can simulate dangerous experiments that can not be done in reality in real time in other fields than the game. In this paper, we propose a mathematical method to produce a natural destructive fracture in First Person Shooter (FPS) games. Through the simulation using the Unreal Engine 4, the proposed method proved the efficiency of the physics and mathematical expressions derived from the colliding objects and the experiment in order to achieve optimal part destruction. By setting the frame rate of a 3D game based on Unreal Engine 4 between 30 and 60, we can simulate the partial destruction of a 3D game character while reproducing a natural sense of attack.
机译:游戏中称为破坏的系统组件基本上具有使用户感到更多动作和刺激感的功能。此功能可以使玩家更加真实,沉浸在游戏中。特别是,如果我们将此系统元素应用到最近出现的虚拟现实(VR)技术中,我们可以模拟危险的实验,这些实验无法在游戏以外的其他领域实时进行。在本文中,我们提出了一种在“第一人称射击”(FPS)游戏中产生自然破坏性断裂的数学方法。通过使用虚幻引擎4的仿真,所提出的方法证明了从碰撞对象和实验中导出的物理和数学表达式的效率,从而实现了最佳的零件销毁。通过将基于虚幻引擎4的3D游戏的帧频设置为30至60,我们可以模拟3D游戏角色的部分破坏,同时再现自然的攻击感。

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