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Development of First Person Collision Avoidance Game

  • Journal of Knowledge Information Technology and Systems
  • Abbr : JKITS
  • 2012, 7(1), pp.29-34
  • Publisher : Korea Knowledge Information Technology Society
  • Research Area : Interdisciplinary Studies > Interdisciplinary Research
  • Published : February 29, 2012

SYUNGOG AN 1 이용운 1 Soo Kyun Kim 1

1배재대학교

Accredited

ABSTRACT

Most collision avoidance games are using two dimensional graphics in third person point of view. This thesis proposes an unconventional developmental method for first person collision avoidance games using three dimensional graphics. This method breaks away from the up, down, left and right movements of the traditional third person point of view. The point of view is changed to first person and the movements are much like that of First Person Shooters (FPS). Also, the new method uses an Oriented Bounding Box (OBB) in which the axis is frequently changing rather than the conventional Axis Aligned Bounding Box (AABB) used two dimensional games in which the axis is fixed in one position. The objective of the OBB is to allow elaborate collision detection skills in three dimensional graphics, just as in two dimensional graphics. The advantage of this method is that it was developed to be compatible even in low quality PCs.

Citation status

* References for papers published after 2023 are currently being built.