Saturday, December 19, 2015

FINAL PROJECT: Interactive Narrative

Computer Graphics 
Group 40 

Overview of Project: In this project we had three important parts. The first part included authoring a story with a crowd of characters. This is described in the Story Section below. The second part required transforming our story into an interactive narrative. We provide a video below to demonstrate this section. Lastly, the third part asks multiple character control, where the human user can control any character during the game and seamlessly switch to other character. 
Our Story (Part 1):


 Our story takes place in an ancient dungeon which has been set on fire. There are five men who are stuck in this dungeon, as the doors won’t open.


                                They convene to discuss methods of escaping the dungeon.




Unfortunately, they begin to all panic as they are frightened with the danger of their situation.



 One courageous man raises his hand and gives a speech saying that they must not give up. He remembers that there was a gold lamp on the upper floor that might be a secret key for the doors.



Another man steps up and goes upstairs to retrieve the lamp. Immediately after touching the lamp, the door to exit the dungeon opens



They all leave the dungeon, happy that they were able to escape.


Our Behavior Tree: 




Character/Object Capabilities:

Part 1: 
Our characters are controlled by the behavior tree and by human control. In this part, the character that raises his hand is completely random, and thus changes on every play. The character that bravely goes to the lamp is also random and changes on every play. 

Part 2/3: 
In Parts 2 and 3, the user can select which character goes to touch the lamp and thus open the door. Right clicking switches from the original character to the next character, making it possible to switch to any character in the middle of the game. Left clicking on the environment makes the selected character move to that location. Multiple characters can change their locations at the same time. The door is capable of opening only after the lamp has been touched. The lamp serves as a trigger for the characters escape. 

Part 1 Video: This video demonstrates our story. 

Part 2 Video: This video accurately shows the interactive narrative with the characters and our story. 

Part 3 Video: This video shows the multi character control functionality. 

Play if you'd like on the web player!!! 

https://rawgit.com/CG-F15-40-Rutgers/UnityProjects/master/BAssignments/B3/Web_Build/Web_Build.html

Friday, December 11, 2015

Computer Graphics
Group 40 Documentation

A5: Crowd Simulation Challenge

Part 1: 
In this assignment, we created and evaluated an end-to-end crowd simulator in SteerLite by implementing A* algorithms and by enhancing the existing social forces module. One of the key changes we made to the sfAI module was enabling the useLongTermPlanning function, allowing our agents to plan their respective paths from the beginning of the test case. The projected paths were viewed by clicking on individual agents while the test case was running. Lastly, we also tweaked different constants in the social forces implementation file for specific test cases. 

Plane_Egress: 


Plane_Ingress: 


Crowd Crossing: 


Office Complex: 


Bottleneck Squeeze: 


Doorway Two Way: 


Double Squeeze: 


Wall Squeeze: 


Hallway Two Way: 


Maze: 


For Part B, we created our very own test case. We wanted to implement a more real life scenario, so we chose a crowd of people attending a huge event at MSG in NYC -  thousands of people swarm around buildings, onto roads, and into the entrance of the venue (red cylinder). 


NYC Crowd: 



Our YouTube Links for ALL our test cases!!