Large-Scale Finite State Game Engines
Date
2016Author
Stanton, Matt
Geddert, Sascha
Blumer, Adrian
Hormis, Paul
Nealen, Andy
Cooper, Seth
Treuille, Adrien
Metadata
Show full item recordAbstract
This paper presents a new model reduction technique that exploits large-scale, parallel precomputation to create interactive, real-time games with the visual fidelity of offline rendered films.We present an algorithm to automatically discretize a continuous game into a large finite-state machine that can be pre-rendered in the film world. Despite radical differences from existing game engines, our finite-state approach is capable of preserving important characteristics of continuous games including smooth animation, responsiveness to input, triggered effects and passive animation. We demonstrate our technique with a 30-second interactive game set in an award-winning short film
BibTeX
@inproceedings {10.2312:sca.20161239,
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {Ladislav Kavan and Chris Wojtan},
title = {{Large-Scale Finite State Game Engines}},
author = {Stanton, Matt and Geddert, Sascha and Blumer, Adrian and Hormis, Paul and Nealen, Andy and Cooper, Seth and Treuille, Adrien},
year = {2016},
publisher = {The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-3-03868-009-3},
DOI = {10.2312/sca.20161239}
}
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {Ladislav Kavan and Chris Wojtan},
title = {{Large-Scale Finite State Game Engines}},
author = {Stanton, Matt and Geddert, Sascha and Blumer, Adrian and Hormis, Paul and Nealen, Andy and Cooper, Seth and Treuille, Adrien},
year = {2016},
publisher = {The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-3-03868-009-3},
DOI = {10.2312/sca.20161239}
}