The main importance and focus to this course is porosity, within the first experiment i had learned the effects of porosity, with the use of explosions, weapons and others, with the use of this experiment, with using Entities that are created in sketch up and imported in Crysis shown in the videos is the physical effect of the items when it interacts with the explosive item.
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 27, 2010
Monday, September 20, 2010
Week 3 - Independent Study
This is the type of structure that im going to portray my movement, i will be using the tracks as a form of walkways on top of the main structure, the tracks will be formed in a circular motionwith 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 an idea of my sketch installation, in this design instead of placing the beams on an angle i decided to just rotate the beams and place them in different positions around the structure, this is just a draft of the sketch installation but this will be the final structure, i will be using objects and shapes to enhance the relation between movement and behaviours within Porosity Lens.
This image is taken from a different position, the rails have been moved around, this will be used as different platforms for different positioning of AI.
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
Here are some images of the crysis environment that im going to be using, i edited it in a way where it was in a circular motion, and so for the rest of the layout, as you can see with the other images that i posted on, the ground around the main center area is elevated.
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.


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
Porosity Lens: "In simple terms a Porosity Lens is a way to understand peoples navigation through an environment. A key aspect is that it takes into account how long people spend at certain places. This reflects on the public/private nature of those places."
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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Flow graph of the AI sitting down and relaxing provided from sandbox 2
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.
The nodes in this are quite easy to find but to implement and put them at its right place was a challenge with using the start node under misc, the time:delay node for the time movement as every step is taking place from the AI, both the entity id to present the certain focused AI and the object entity that is being used, using the Entity:getpos for the entity that is being used, the vector nodes for the axis used for its x y z coordinates and last the Entity:EntityPos for the rotation of the node the different effects in relation to the other vectors.
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.
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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Description:
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.
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.
Flow graph of the AI sitting down and relaxing provided from sandbox 2The 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.
Description:
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.
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.
The nodes in this are quite easy to find but to implement and put them at its right place was a challenge with using the start node under misc, the time:delay node for the time movement as every step is taking place from the AI, both the entity id to present the certain focused AI and the object entity that is being used, using the Entity:getpos for the entity that is being used, the vector nodes for the axis used for its x y z coordinates and last the Entity:EntityPos for the rotation of the node the different effects in relation to the other vectors.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
Proximity Trigger
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.
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.
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