RENDERIZAÇÃO E INTERAÇÃO OTIMIZADA DE MULTIDÕES EM JOGOS UTILIZANDO LINGUAGEM CUDA

Tiago Ungaro Bardella, Ismar Frango Silveira

Abstract


The history of digital games shows games using many types of enemy models and types of characters to control, like Real-Time Strategy games, for example. These huge amount of models into an important scene are called crowds. The crowds needs a high computer performance and specific algorithms in their interaction control to avoid immersion loss. With the popularization of graphic board languages like NVIDIA CUDA, new algorithms were created to easily increase the performance of crowds in digital games and their overwhelming superiority compared to the methods used in linear programming were proved in many researches. The goal of this work is to use these GPU techniques as base to implement a framework using CUDA language that will present better performance and simplicity compared to the others algorithms on the area of crowds in digital games.

 

Index Terms - CUDA, Digital Games, GPU, Virtual Crowds


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