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    Large-Scale Finite State Game Engines

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    Date
    2016
    Author
    Stanton, Matt
    Geddert, Sascha
    Blumer, Adrian
    Hormis, Paul
    Nealen, Andy
    Cooper, Seth
    Treuille, Adrien
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    Abstract
    This paper presents a new model reduction technique that exploits large-scale, parallel precomputation to create interactive, real-time games with the visual fidelity of offline rendered films.We present an algorithm to automatically discretize a continuous game into a large finite-state machine that can be pre-rendered in the film world. Despite radical differences from existing game engines, our finite-state approach is capable of preserving important characteristics of continuous games including smooth animation, responsiveness to input, triggered effects and passive animation. We demonstrate our technique with a 30-second interactive game set in an award-winning short film
    BibTeX
    @inproceedings {sca.20161239,
    booktitle = {Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
    editor = {Ladislav Kavan and Chris Wojtan},
    title = {{Large-Scale Finite State Game Engines}},
    author = {Stanton, Matt and Geddert, Sascha and Blumer, Adrian and Hormis, Paul and Nealen, Andy and Cooper, Seth and Treuille, Adrien},
    year = {2016},
    publisher = {The Eurographics Association},
    ISSN = {1727-5288},
    ISBN = {978-3-03868-009-3},
    DOI = {10.2312/sca.20161239}
    }
    URI
    http://dx.doi.org/10.2312/sca.20161239
    https://diglib.eg.org:443/handle/10.2312/sca20161239
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