• Title/Summary/Keyword: 충돌 체크

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Algorithm of collision processing for a shooting game (슈팅게임을 위한 충돌 처리 알고리즘)

  • Seo Jeong-Man
    • KSCI Review
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    • v.14 no.1
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    • pp.249-254
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    • 2006
  • In this paper, I review the collision processing algorithm using existing quadrilateral unit and present problems with it. Then I propose a collision check technique of a small quadrilateral unit, by which the defects with simple quadrilateral collision has been made up for. I finally show that the proposed algorithm can be applied to real games in terms of presenting the experiment results and screen design for implemented real games.

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Visibility based N-Body GPU Collision Detection (가시화 기반 N-body GPU 충돌 체크 방법)

  • Sung, Mankyu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.400-403
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    • 2022
  • This paper propose a GPU-based N-body collision detection algorithm using LBVH (Linear Bounding Volume Hierarchy) technique. This algorithm introduces a new modified Morton code scheme where the codes use an information about how much each body takes a space in the screen space. This scheme improves the GPU sorting performance of the N-Body because it culls out invisible objects in natural manner. Through the experiments, we verifies that the proposed algorithms can have at least 15% performance improvement over the existing methods

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Implementation of Shooting game using collision detection algorithm of (사각형 충돌감지알고리즘을 사용한 슈팅게임 구현)

  • Seo, Jeong-Man;Han, Sang-Hoon;Lee, Ho
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.3
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    • pp.187-192
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    • 2006
  • We reviewed the collision event with pc-based shooting games and existing collision detection algorithms. Then we proposed a new collision check technique using a small quadrilateral unit. by which existing quadrilateral collision detection techniques can be made up for. For demonstration we implemented a simple shooting game having its screen output. We proved that the proposed technique can be applied to real computer games by means of showing the experimental results and screen outputs from implemented real games.

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A Study on Rights Management in Digital Content (디지털 콘텐트의 권리관리에 관한 연구)

  • Jang, Seong-Ho;Lee, Chang-Yeol;Lee, Jun-Seok;Kim, Jeong-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11c
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    • pp.2249-2252
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    • 2002
  • DRM 환경 하에서 저작권자, 유통업자 사이에 존재하는 다양한 계약에 따른 권리관리정보가 콘텐트에 부착되어 유통된다. 콘텐트 유통업체는 해당 콘텐트를 다른 유통업체에게 재계약을 통하여 공급할 수 있으며, 이때 재계약되는 권리관리정보가 기존에 부착된 권리관리정보와 충돌이 발생할 수 있는 것이다. 본 연구에서는 콘텐트에 부착되는 권리관리정보 집합을 도출하고, 권리관리정보 사이에 발생하는 충돌 사항을 자동으로 체크할 수 있는 시스템에 대한 모델을 제시하였다.

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Improving A Stealth Game Level Design Tool (스텔스 게임 레벨 디자인 툴의 개선)

  • Na, Hyeon-Suk;Jeong, Sanghyeok;Jeong, Juhong
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.29-38
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    • 2015
  • In the stealth game design, level designers are to develop many interesting game environments with a variety of difficulties. J. Tremblay and his co-authors developed a Unity-based level design tool to help and automate this process. Given a map, if the designer inputs several game factors such as guard paths and velocities, their vision, and the player's initial and goal positions, then the tool visualizes simulation results including (clustered) possible paths a player could take to avoid detection. Thus with the help of this tool, the designer can ensure in realtime if the current game factors result in the intended difficulties and players paths, and if necessary adjust the factors. In this note, we present our improvement on this tool in two aspects. First, we integrate a function that if the designer inputs some vertices in the map, then the tool systematically generates and suggests interesting guard paths containing these vertices of various difficulties, which enhances its convenience and usefulness as a tool. Second, we replace the collision-detection function and the RRT-based (player) path generation function, by our new collision-check function and a Delaunay roadmap-based path generation function, which remarkably improves the simulation process in time-efficiency.

Development of Non-precision Approach Procedures Checklist (비정밀접근절차 체크리스트 개발연구)

  • Gil, Ho-Seong;Jeon, Je-Hyung;Kim, Hyun-Soo;Son, Byung-Heum
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.24 no.3
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    • pp.37-47
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    • 2016
  • After a thorough investigation of aviation accidents involving Korean national carriers both inside and outside of Korea and also after reviewing catastrophic events involving foreign carriers in Korea, we found numerous accidents that caused fatalities and serious personal injuries. Although the aircrafts involved were found to have no specific defects, many of the accidents were caused by the pilot's misjudgement according to previous studies. Our research is to find an new procedure to help the prevention of similar accidents by focusing particularly on CFIT accidents during the procedural operations of Non Precision Approach, Circling Approach and Visual Approach. Therefore, we emphasize the significance of this research on the development of the new checklist that will help achieve a safe and effective procedural operation for non precision approaches.

Interface Management Practices for Minimizing Design Change - Focusing on the Case Study - (설계간섭 최소화를 위한 인터페이스 관리방안 - 사례현장 적용 내용을 중심으로 -)

  • Ahn, Sanghyun
    • Korean Journal of Construction Engineering and Management
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    • v.14 no.6
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    • pp.22-29
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    • 2013
  • As construction projects are getting larger, more complex and specialized, the size and scale of the structures are increasing and large-scale projects with multiple participants involved have continuously been ordered. Due to the nature of a large-scale construction project, when there are interferences and conflicts in process, schedule and area among project participants, the project requires more time and efforts to resolve the issues as it progresses further. This study suggests the interface management model that is time-saving and physically beneficial in solving interface issues based on case study. This study provides a practical management model including the organization of interface consultative group, checklist preparation, LIST management and PMIS application, which will be useful for the construction sites seeking effective know-how to manage design interferences and changes.

A Study on the Development of High Sensitivity Collision Simulation with Digital Twin (디지털 트윈을 적용한 고감도 충돌 시뮬레이션 개발을 위한 연구)

  • Ki, Jae-Sug;Hwang, Kyo-Chan;Choi, Ju-Ho
    • Journal of the Society of Disaster Information
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    • v.16 no.4
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    • pp.813-823
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    • 2020
  • Purpose: In order to maximize the stability and productivity of the work through simulation prior to high-risk facilities and high-cost work such as dismantling the facilities inside the reactor, we intend to use digital twin technology that can be closely controlled by simulating the specifications of the actual control equipment. Motion control errors, which can be caused by the time gap between precision control equipment and simulation in applying digital twin technology, can cause hazards such as collisions between hazardous facilities and control equipment. In order to eliminate and control these situations, prior research is needed. Method: Unity 3D is currently the most popular engine used to develop simulations. However, there are control errors that can be caused by time correction within Unity 3D engines. The error is expected in many environments and may vary depending on the development environment, such as system specifications. To demonstrate this, we develop crash simulations using Unity 3D engines, which conduct collision experiments under various conditions, organize and analyze the resulting results, and derive tolerances for precision control equipment based on them. Result: In experiments with collision experiment simulation, the time correction in 1/1000 seconds of an engine internal function call results in a unit-hour distance error in the movement control of the collision objects and the distance error is proportional to the velocity of the collision. Conclusion: Remote decomposition simulators using digital twin technology are considered to require limitations of the speed of movement according to the required precision of the precision control devices in the hardware and software environment and manual control. In addition, the size of modeling data such as system development environment, hardware specifications and simulations imitated control equipment and facilities must also be taken into account, available and acceptable errors of operational control equipment and the speed required of work.

Game design using a low-level game development kit (저수준 게임개발도구를 이용한 게임 설계)

  • Jang, Ki-hong;Park, Jong-min;Park, Dae-ho;Kim, Seok-hun;Kim, SooKyun;An, SyungOg
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.460-461
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    • 2012
  • Currently, many PC games are developed using game engines. Although these game engines provide many functions, there are also downsides such as limitations of the engine itself and development costs. This is essentially why DirectX, which has relatively few limitations and requires minimal expenses, is still considered a very useful game development tool. This thesis lays out the design plan for a war action genre game called Aeon of Strife using low quality game development tools.

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CAD/CAM System for 5-Axis Machining of Marine Propeller (프로펠러 5축 가공을 위한 CAD/CAM 시스템)

  • Jae-Woong Youn;Jong-Hwan Park
    • Journal of the Society of Naval Architects of Korea
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    • v.35 no.2
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    • pp.51-62
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    • 1998
  • In this paper, a CAD/CAM system for 5-axis machining of model propeller is introduced. This system has been developed under the environment of personal computer and Windows NT. In order to enhance the productivity, existing text-based design S/W was integrated into this graphic-based system. Non-Uniform Rational B-Spline method is used to represent the sculptured surface of propeller blades and hub using point data, and surface blending between blade and hub is realized in this system. For 5-axis machining of sculptured surface, tool/work collision and interference are checked and inverse kinematic analysis is performed to make NC data. In addition, tool and workpiece are animated on the PC monitor by preparing NC verification module. Finally, optimal cutting conditions are determined empirically and those cutting conditions are integrated into this S/W so that the whole process from design to machining can be done automatically.

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