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Garrett Eastman

ACHIEVING REAL-TIME SOFT SHADOWS USING LAYERED VARIANCE SHADOW MAPS (LVSM) IN A REAL-TI... - 0 views

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    "Abstract. While building a game engine in Microsoft XNA 4 that pow- ered a RTS (real-time strategy) tower defense type game, we were faced with the issue of increasing the amount of visual feedback received by the player and adding value to the gameplay by creating a more immersive atmosphere. This is a common goal shared by all games, and with the recent advancements in graphics hardware (namely OpenGL, DirectX and the advent of programmable shaders) it has become a necessity. In this pa- per we will build upon the shadowing techniques known as VSM (variance shadow map) and LVSM (layered variance shadow map) and discuss some of the issues and optimizations we employed in order to add real-time soft shadowing capabilities to our game engine."
Garrett Eastman

Representing Uncertainty in RTS Games - 0 views

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    Thesis Rekyavik, 2012
Garrett Eastman

RTSenv: An Experimental Environment for Real-Time Strategy Games on Multi-Clusters - 0 views

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    Introduces RTSenv, "configure and manage the main aspects of RTS games, such as maps, computer-controlled units, and game scenarios"
Garrett Eastman

Design of Emergent and Adaptive Virtual Players in a War RTS Game - 0 views

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    "a method for the automatic generation of virtual players that adapt to the player skills; this is done by building initially a model of the player behavior in real time during the game, and further evolving the virtual player via this model in-between two games."
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