Monday, September 27, 2010
Week 4 - Independent Study Exp1 & Exp2 Intersection
To present these examples, from the lectures we had learned how to use ropes and other examples of moving entities to enhance our videos, also with the platforms and ramps used to try and understand the effects of porosity from different angles.
But with the ramps and platforms used with the previous video there are some nodes that could be expressed to make the video a bit more clear, for example the proximity trigger node, used to trigger when an AI is stepped into a certain area, this could of been used to create a better video.
The second experiment is also in relation of porosity, but within this the effects of porosity is used within an AI to present different ways of a human examples, the main concept of this is when a certain AI or human being is placed within a certain area and the time of moving from one destination to another.
Monday, September 20, 2010
Week 3 - Independent Study

with obstacles along the way, my next post i will be finalizing my environment and the way im going to be presenting my relations to movement.

These are just some random shots in sketch up of my model with the Town Hall station inside. Some minor elements are missing though will be enhanced during the later stages.
Week 3 - Sketch Illustration



This is just an experiment on how i can re arrange the Town Hall structure, with this edit i decided to just raise the beams and rails on an angle to fore see the out come, im still unsure on what kind of structure i will be implementing but this is just a trial.
Im determining the movement of individuals and how they move through this structure, angled beams and rails could be a solution.

This is another image captured from a side view, still work in progress.
Crysis Environment
This in relation to my final video for the way that i will be portraying my movement of my players within this certain environment, moving within a circular motion.



Thursday, September 16, 2010
Week 2 - Independent Study + Flowgraph Mastery
My porosity lens is created by the train station that has been placed in different areas for example the beams, platforms and the portal frames will be rotated and moved into a way where its been presented as an obstacle course or a playground. Individuals move differently within several settings and therefore a wide range of moods and behaviours are produced, this will be shown in an open environment in relation to movement and information.
The type of idea that will be presented within my final experiment is the Town Hall structure structured in a complicated way, where all the beams and platforms are rotated in a way where they are all connected.
It will be presented as like a playground where the player is over-comming obstacles along the way of the tracks as the player is being moved from one point to another the many obstacles that are in the way shall move out of the way to whatever direction that you take, with this the proximity triggers will be used.
For example as the player goes into a certain area, the object will move out of place or moved to another position.
The type of architecture that will be displayed is not created to an extent, with just normal models created from Google Sketchup to present the type of environment, it will be in a normal type kind of setting with open spaces, the station shall be used as the main focus in the last presentation of my video, for the beams and platforms will be situated in a way where its more of a playground, and moving and the mobility of the player will be more presentable.
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This is one of my experimental nodes as described, this is the AI behaviour node, this can be used as an important asset to a human type behaviour.
It was quite easy using this flowgraph using the Start node the AI:FollowPathSpeedStance and the Animations:PlayAnimations, within this video i decided to combine 2 nodes, with the AI walking in a certain path and as he reaches a certain destination a human behaviour is presented.
With understanding this node i found tutorials and main points on the web to understand the main functions of the nodes and how to connect them.

The nodes that are provided are, the Start node which is located in the Misc tab,
the AI: FollowPathSpeedStance node, located under AI, and PlayAnimation under Animations,
but before implementing this i had to find the animation, copy and paste into the Animation
node.
With this video i managed to get the rotate node, with grabbing the player and moving around the world it rotated the tank, (basic entity). The player is used as a trigger.
With my final video my ideas are using certain AIs to move this entity when they move in different directions.

Description:
Within this video is an example of the proximity trigger, when i walk into a certain space, an entity near by moves to a position in the game, flow graph is provided.
With the help of other students in the class i found also using this node is quite simple with using the proximity trigger and the Movement:MoveEntityTo, i found trouble in trying to get the proximity trigger node, but it was a simple select of the entity and generating all the terrain for it to work, i had minor problems in using this node, but i found a different way to present the proximity nodes.

This is an example of the flowgraph i used with using the proximity trigger entity and the movement:moveentityto with using the enter and the leave part of the output of the proximity node, and connecting them to the both the start nodes of the Movement:MoveEntityTo, i had trouble in the destination of the entities so at some points i had to guess the position of the entities, but i found a node where it displays the position of the entity or i also found the coordinates at the top right hand of the screen.
Week 2 - S.W.A.T
Strengths: It detects when there is movement within a certain area and offers a trigger outcome else where, but the player must walk into the trigger area to continue with the action.
Weaknesses: With using this trigger i have noticed that it may not always work accurately, it all depends on what nodes are offered and connected to the proxy node, most of the time when using this node it works, thought when comparing the difference between both the area and proxy trigger it seems that i have noticed that the area trigger is more of an efficient way to lay out triggers to your own doing.
Opportunity: This allows access to the player of when it is entered and exit, responses are at hand.
Threats: When using this node and the rotation node, it seems to clash and the timing of all the movement of the players is not accurate, also with the closeness of the proximity nodes it could cause the movement to not trigger and do something else.
Entity:EntityPos
Strengths: The main thing about this node is that it can manipulate and edit the scale, rotation and movement, within the different inputs that if offers, so when you combine all 3 of the different inputs it acts as a guide or a leader, within one of my videos i had used this in relation to a moving player.
With the exact positioning and numbers inputted into the values it acts as a whole.
Weakness: The main weakness of this node is determining the value, it can get complicated in finding the exact positioning of the entity and it may end up somewhere else in the world if the right value isn't entered correctly, the vectors could also prove to be confusing in relation to positioning.
Opportunity: This node has many opportunities associated to it, for example the rotation, scale and positioning, but with this assessment i will mainly be focusing widely on rotation with different AI's being used to create a different shape every time they move within a certain direction.
Threats: The threats that are offered within this node in relation to experiment two is it may clash with the other node being used and cause all the timing of the players to not being in sync, and more it is used it could cause a disturbance in the game and cause my final video some minor errors.
Entity:Id
Strengths: The major strength of this node is that it can be used as a focus on just one main player, it concentrates soley on one entity or AI and can be used in different ways within different nodes, but mainly the concentration of one item.
Weakness: This node concentrates soley on one item and cannot be connected within a multiple way, a node can be used to connect them, but it could cause some errors within your game and complication in combining different actions at once.
Opportunity: This node doesnt have that many opportunities to it for it only has one output, cannot be used widely.
Threats: This node could compose as a threat when its being used, for if i wanted to connect all 5 of my AI's to move within there desired locations it cannot be used as a multiple option, so therefore i will have to result to a different approach.
3 Chosen Flow-graph Nodes
With using this node i decided to experiment using different nodes, this node can be proved useful for i have implemented rotating an object while an AI moves using a different flow graph, with this node i used different vectors to try and get the object to rotate in a logical way, this is a minor understanding of movement in human behaviour in relation to technology.
The FollowAIPath Node
With using this node ive discovered that it can be used just continuous constant way, this shown is an AI following a path, im thinking of considering of using a proximity trigger so when the AI walks over the path something will happen elsewhere, for example, and entity moves to a certain postion.
The Proximity Trigger Node
with this node it can be combined in many ways, but the main purpose to this node is when an AI moves into a certain position an object will be moved, or something else where will happen, this in simple words is a trigger.
I will be using this node within my video for when the AI is moving, as it reaches a certain position or distance individual entities will be moved to different positioning.
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Further Research - Final Nodes

Description: This node takes care of all the position related manipulations of the users entity. Most of the position information of the used entity can be read from the output ports. In comparison to the Entity:GetPos node the output ports of this node are enabled whenever one of the used entities properties changes. Its not possible to use the Entity:EntityPos node manually as a trigger.
With this node it is shown various inputs and outputs (described below) of mainly the vector and the entity, this is in relation to all the vector nodes and works well with most of them as described in my later videos.
In my understanding i have seen that with this node i am going to use, as certain AI's move in different direction the main entity (object) is moved or rotated into a different shape or position, as seen in the picture above the main inputs are POS, ROTATE and SCALE, within the three of these ive decided to use the rotate tool, so my object will change shape while the AI's move in there different directions.
Inputs
pos: This is where the position of the entity gets entered here in this region.
rotate: Entity will be set to the rotation entered here.
scale: Entity will be scaled to the scale entered here.
Outputs
pos: This is the position of the entity is output on this port.
rotate: Within this port is the rotation of the entity.
scale: Scale of the entity is output on this port.
fwdDir: Direction of the Y axis of the entity is output on this port, it can only be manipulated within this direction.
rightDir: Direction of the X axis of the entity is output on this port, this is the same as the above output can be manipulated in only the X direction.
upDir: Direction of the Z axis of the entity is output on this port, this is the same as the above 2 nodes, but only can be moved along the Z direction.

Entity:EntityId
Description: The Entity:EntityId node outputs the entity id of the target entity. The node does not need to be triggered since the entity id never changes.
In simple terms. with this node its short and simple, it just identify's the type of entity being used and also can be assigned to whatever object or player you wish to use.
Inputs
entityId: Used when changing the attached entity dynamically. Displays the name of the node.
Outputs
Id: The entity id is output on this port.

Proximity Trigger
With this trigger it can be accessed by selecting the proximity trigger and importing the trigger into the main screen, with the trigger imported it is easy to create and edit the different outputs and inputs to create a type of trigger, this trigger is also quite similar to the area trigger, but that will be explained in the later stages.
The trigger is an important asset to the relations to movement, for when the AI player is stepped into a certain area, some thing in the world within the environment is triggered, whether it be a light being turned on or something happening elsewhere, with this i have used the trigger as an obstacle where as my player reaches a certain point it is blocked by an object, the player must move into a certain position to make the object move so that it can be cleared a path. The main thing is it can be used to trigger something to happen while the player is recorded to be in a certain area.
Wednesday, September 15, 2010
Independent Study - Research Flowgraphs
In this a short video i have experimented one of the nodes, the spawning/calling reinforcement node, with this i created an enemy, and once the enemy had taken notice of me, he calls for back up.
Using Flow-graphs
The Flow-Graph is a visual scripting system It is displayed in different logic to enhance different types of missions or actions. It uses nodes to represent entities or behaviors, these can be linked to other nodes to create something complex.
In relation to links as said above the type of logic is stored in a XML format, and can be exported in order to be imported to other levels, a planned out graph is created and stored to different entities which has the ability to be exported with the object.
Advantages of using Flow-graphs
The advantages of using the Flow-Graph is that the user does not need to have any scripting or programming languages. Simple and complex logic can be built with only a few clicks without touching any script or code. A wide range of nodes are in the library and provides the controller with everything to control entities and AI in his level. Other than using these types of techniques for different AI the Flow-Graph can be used to prototype game play, effects or sound design. A level can have multiple graphs performing different tasks at the same time.
Flow-graph Node Composition
A node is the representation of an entity or an action inside the Flow-Graph.
There are two categories of nodes: Entity nodes and component nodes. An entity node can do everything that a normal entity can do, its only difference is that its behavior is controlled through the graph it is used in.
Component nodes are nodes which have the ability to perform special functions, but are not related directly to any entity. Most component nodes use specific entities to perform their behavior.
Flowgraph Node Research
A node can either present an entity or an action inside the Flow-Graph.
There are two types of nodes: Entity nodes and component nodes. An entity node can exactly do whatever a normal entity node can do, the only differences is that its behaviour is controlled by using a graph.
Component nodes can perform special functions, but are not connected straight to any entity. Most of these nodes use specific entities to enhance their behaviour.
Ports:A node is split into two sides, an input and an output side. The information transfer of the nodes are handled through ports. Ports have the ability to send out or receive information.
Input ports are used to connect incoming links located on the left side. Located on the right are output ports and are triggered depending on the behaviour of the node.
Ports are shown as small arrows on the nodes on both sides. Ports can have 6 different data types:
Any: An unknown data type
Boolean: This is a value and can be either true or false
Integer: This is represented as a number which can be positive or negative
Float: A floated point value data type
Vec3: This consists of 3 floats and its a representation of a vector, this is mainly used to record positions, angles or color values.
String: This is a range of characters used to store text
Entity Nodes: These are representations of entities in the level, they are activated from within to output something.
Component Nodes: These are a specific behaviour they are presented and performed as abstract nodes, they can have a target entity set to trigger actions.
References:
http://wiki.crymod.com/index.php/Sandbox_FlowgraphNodeComposition - Basics to flow-graph nodes 16/09/10
http://wiki.crymod.com/index.php/Sandbox_FlowGraphEditor - Basics to flowgraphs 16/09/10
http://wiki.crymod.com/index.php/Sandbox_FlowgraphNodeComposition - flowgraph nodes 23/09/10
Week 1 - Research - 3 Different Flowgraphs
Source:
http://www.youtube.com/watch?v=elOSbV3s0dc&feature=related
Description:
This is a tutorial i found online to edit an AI to get into
a vehicle and drive it in a certain path, the flowgraph down
below is only a portion of a vehicle edit, and can be used
further more in an advanced way.

Source:
http://doc.crymod.com/SandboxManual/frames.html?frmname=topic&frmfile=index.html
Description: Making a vehicle drive to a certain point
Using a flowgraph the vehicle can drive to a certain point, but the main
catch for this is there has to be an assigned character for the vehicle to operate.

Source:
http://wiki.crymod.com/images/7/73/Sandbox_RefFlowgraphImageNodes_image003.jpg
Description : ColorCorrection
The node ColorCorrection is used to adjust the color of a scene by placing values to the various input ports. All ports that are in association take float values between -1 and 1 (check limits).
Above is an example of the following flow graph, that is relation to how it works, in later videos
i will be showing the ability of this node.
Source: http://www.youtube.com/watch?v=acoTXlzFDyU
Description:
This node is an example of human behavior, in this video
they focus on an AI sleeping, this is in relation to
human activity, this is in relation to human activity.