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Final Demo

The document outlines a project focused on developing a 3D First Person Shooter game utilizing Artificial Intelligence to create realistic non-player characters (NPCs) and immersive environments. It discusses the use of Unity's Mecanim system for animation and pathfinding, along with various AI algorithms like A* for navigation. The project aims to enhance user experience through advanced AI techniques and modern game design principles.

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0% found this document useful (0 votes)
6 views38 pages

Final Demo

The document outlines a project focused on developing a 3D First Person Shooter game utilizing Artificial Intelligence to create realistic non-player characters (NPCs) and immersive environments. It discusses the use of Unity's Mecanim system for animation and pathfinding, along with various AI algorithms like A* for navigation. The project aims to enhance user experience through advanced AI techniques and modern game design principles.

Uploaded by

jayanth aradhya
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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You are on page 1/ 38

3D Game based on FPS using

Artificial Intelligence
3D Game based on FPS using Artificial Intelligence

VISVESVARAYA TECHNOLOGICAL UNIVERSITY,BELAGAVI

KARNATAKA

DEPARTMENT OF INFORMATION SCIENCE AND ENGINEERING

VIDYA VIKAS INSTITUTE OF ENGINEERING AND


TECHNOLOGY,

ALANAHALLY, MYSURU-570 028


3D Game based on FPS using Artificial Intelligence

Project Team Members


Amrutha T Bhat
Project Guide
4VM15IS002

Jayanth C
4VM15IS009 Mrs. Vinayashree

Sagar T Y Asst. Professor,


4VM15IS027 Dept of ISE, VVIET
Sanjay Kumar S
4VM15IS028
Index
Overview

Introduction

Literature Survey

Project Design

Artificial Intelligence in Games

Algorithm used

Implementation Details

Blender, Unity, Mecanim

References
Overview

● We are building a robust and extensible Artificial Intelligence system


that syncs with characters' animations

● Designing smart NPCs (non-player characters) that interact with


their environment in realistic ways

● Using Unity's Mecanim system with root motion animation AI and


navigation based pathfinding AI, state machine behaviors, animation
state machines and animation curves.
Introduction to different types of
games
Role Playing Game [RPG] - is an adventurous game in which it has
character evolution and some story with levels. Eg : Fallout, SkyRim.

First Person Shooter [FPS] - FPS games typically map the gamer's
movements and provide a view of what an actual person would see and do
in the game. Eg : Counter-Strike

Massively Multiplayer Online [MMO] - is an online game with large


numbers of players,(thousands) on the same server. Eg : World of Warcraft,
PUBG.

Real-time strategy [RTS] - is a subgenre of strategy video games where


Introduction to our Project

● This project falls into the category of First Person Shooter (FPS)
● We are building a robust and extensible Artificial Intelligence
system that syncs with characters' animations
● Designing smart NPCs (non-player characters) that interact with
their environment in realistic ways
● Using Unity's Mecanim system with root motion animation AI
and navigation based pathfinding AI, state machine behaviors,
animation state machines, humanoid avatars etc
Literature
Survey
Existing
System
● Most of the games are 2-Dimensional and hence the overall environment
seems to be unrealistic.

● 3D games are not using various AI concepts.

Disadvantage
s
● Requirement of large number of assets which makes the product more
bulgy

● Makes game environment unrealistic and boring


Proposed System
● we are creating a game using modern technologies like Artificial
intelligence and the mechanisms.

● Unity's Mecanim system with the root motion animation and navigation
mesh based
path-finding systems.

● Navigation in the game environment, state machines, complex multi-


layered animations
Advantages

● Use of Artificial Intelligence (AI) concepts.


● Attractive and includes user friendly operations and makes game
environment realistic
Project Design
Artificial Intelligence in
Games
● Artificial Intelligence is used to
generate responsive, intelligent
behaviors primarily in non-player
characters.
● Improved visuals game
environments and game
characters become more realistic
and natural
● Real-world ramifications- AI voice
assistants
Algorithms used

Path-finding algorithms are usually based on graphs describing


the world. Each vertex of a graph represents a logical location
(such as a room in the building, or a fragment of the battlefield)

Eg : A* algorithm

A* is a search algorithm that is widely used in pathfinding and


graph traversal, which is the process of finding a path between
multiple points, called "nodes".
Navigation mesh

NavMesh (short for Navigation Mesh) is a data structure which describes


the walkable surfaces of the game world and allows to find path from one
walkable location to another in the game world.
Path Corridor

● A path search in unity returns to the agent.


● A corridor is a list of polygons that must be traversed.
● Corridors are useful for supplying the agent with surrounding information so
run-time path diversions can be safely computed.
● It is actually the vertices of the corridor that form the waypoint list the
agent must pass through
Collision Avoidance (NavMesh Obstacle)

● The Navmesh Obstacle component allows to describe moving obstacles that


Navmesh Agents should avoid while navigating the world (for example, barrels
or crates controlled by the physics system)
Implementation
Details
Unity Engine and Blender Suite

● Unity engine is a game development


environment designed to build video games
● The engine includes a rendering engine for 2D
or 3D graphics, a physics engine or collision
detection, sound, scripting, navigation etc.

● Blender is the free and open source


3D creation suite.
● It is also an integrated game
engine.
Mecanim Sub-System

● It is used to animate objects, animating humanoid biped characters

● It is also used for animating UI Elements, opening doors, changing lights etc

● Easy workflow and setup of animations on humanoid characters.

● Animation retargeting - the ability to apply animations from one character

model onto another.

● Simplified workflow for aligning animation clips.


UI Inventory System

● Storage-Inventory, Character System(Equipment System)

● Adding Items into the Inventory

● Change position of the number for Stacking Items

● Fully customizable design

● Manage/Delete/Adding Blueprints through a Blueprint Database.


Humanoid structures / Humanoid
Avatars
● A humanoid is something that has
an appearance resembling a
human without actually being one

● Humanoid models generally have


the same basic structure,
representing the major articulate
parts of the body, head and limbs.

● This makes it easy to map


animations from one humanoid
skeleton to another
Rigging

● Rigging is a technique in skeletal animation


for representing a 3D character model using
a series of interconnected digital bones.
● This is the process of creating a skeleton of
joints to control the movements of the Model.

Skinning
● This is the process of attaching the Mesh to
the skeleton.
● Skinning involves binding vertices in your
Mesh to bones
Terrain Engine
● Terrain refers to the horizontal and vertical dimensions of the surface of
land.
● The terrain of the land uses factors such as the slope, elevation, and
orientation of the land
Layers

● Layers are commonly used by Cameras to render only a part of the


scene, and by Lights to illuminate only parts of the scene.
● They can also be used by raycasting to selectively ignore colliders or to
create collisions

Tags

● Tags are similar to layers, in that you can use them to mark/group
GameObjects.
● Tags are Intended to identify GameObjects for scripting purposes, while
layers are used to define how Unity should render GameObjects in the
Colliders

● Collider components define the shape of an object for the purposes of


physical collisions
● A 3D collider object which is invisible these are the Box Collider,
Sphere Collider and Capsule Collider. In 2D, you can use the Box
Collider 2D and Circle Collider 2D

Capsule Collider
Rendering

● Rendering is the final process of creating the actual 2D image or


animation from the prepared scene.
● 3D rendering is the process of converting 3D wire frame models into 2D
images on a computer.
● 3D renders include photorealistic or non-photorealistic images.
State Machines

● Finite state machines are one of the most effective and most frequently
used methods of programming artificial intelligence
● Each state possesses code responsible for the initialisation and de-
initialisation of the object
Animator
Controller
● Animator Controllers are state machines that determine which animations are
currently being played and blends between animations seamlessly

● Animator Controller allows you to arrange and maintain a set of Animation


Clips and associated Animation Transitions for a character or object

● In most cases it is normal to have multiple animations and switch between


them when certain game conditions occur.

● For example, we could switch from a walk Animation Clip to a jump Animation
Clip whenever the spacebar is pressed
Blend Trees
● Blend Trees allow you to mix a combination of multiple animations
together to get custom results.
● A common task in game animation is to blend between two or more
similar motions
● A blend tree doesn’t have state. It simply blends between the different
clips based on the parameters
Project Demo
References
[1] Ismail, Serdar , Gurcana, Alias Abdul (2017) - 3D modelling and
visualization based on the unity game engine - Advantages and
challenges. Karabuk, Turkey

[2] Zhang He, Minyong Shi (2016) - Research and Application of Path-
finding Algorithm Based on Unity 3D, Okayama, Japan, ISBN 978-1-
5090-0806-3

[3] Linghong Chen, & Xiaojun Huang. (2015) -Research and


realization of building the three-dimensional Runway of Unity3D game
based on PSO algorithm.(ICCSNT)

[4]Smith, Thomas P. Hartley and Qasim (2013) - C# Interpreter and


Unity 3D for Educational Programming Games, Louisville, KY, USA
ISBN 978-1-4799-0820-2
Thank you.

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