Game Programmer Lead
Skills:
Field/Industries:

Poster

Thesis

Title:
An Interactive Wildlife Development Framework for 3D Racing Game
Description:

Current racing games that include animated animals are non-interactive. This means that animals in these games do not react to a player¡¯s action. For example, players in such games cannot pursue an animal.

The Baja wildlife system creates interactive animals for racing games where players can observe animals¡¯ behaviour through high resolution animations, hear sounds they produced or chase them around. This is a new kind of game play experience that has not been explored before. Interactivity with the animals lets players feel that these animals are part of the game and not merely decorations. This enhances the realism of the game and makes the game more interesting. The wildlife system shows that with the use of graphics hardware and optimisation techniques, it is possible to implement a cost and resource efficient interactive and realistic wildlife system for 3D racing games.

Photo taken from:
http://www.gamesradar.com/xbox360/baja-edge-of-control/preview/the-6-best-moments-in-baja/a-2008061695530793053/g-2008040416735651005/p-2

Publications:
  1. Tng C. H. John, Edmond C. Prakash, and Narendra S. Chaudhari, Strategic Team AI Path Plans: Probabilistic Pathfinding, Volume 2008 (2008), Article ID 834616, 6 pages http://www.hindawi.com/GetArticle.aspx?doi=10.1155/2008/834616
  2. Joc Cing Tay and Cheun Hou Tng and Chee Siong Chan. Environmental effects on the coevolution of pursuit and evasion strategies. Genetic Programming and Evolvable Machines, 9(1):5-37, 2008. details
  3. Tng Cheun Hou John, E. C. Prakash and Narendra S. Chaudhari, Team AI: Learning and Adaptation for Multiple Character Pathfinding, Proc. of CGGames 2006, Nov 2006.
  4. Tng Cheun Hou John, E. C. Prakash and Narendra S. Chaudhari, Team AI: Probabilistic Pathfinding,Proceedings of the 2006 international conference on Game research and development, Perth, Australia, pp. 191 - 198, 2006