Cyber Games and Interactive Entertainment

Suiping Zhou, Zhongke Wu, Ming-Quan Zhou
2009 International Journal of Computer Games Technology  
Computer games and interactive entertainment have become a part of our life. The past decade has witnessed significant and fast advances in computer games technology. The boundary of 3D graphics in games has been pushed further with new and faster algorithms. Modeling of very large and complex 3D environments including buildings and terrains is a challenge. This involves efficient representations and data structures that help in the navigation and rendering of the environments in real time.
more » ... s in real time. Character behaviour modelling has recently gained the interest of researchers. Similar developments have been found in game physics to bring realistic behaviour to objects in a game environment. A wide range of character faces including talking heads have been deployed in games. These demand new methods to represent deformable faces. Game AI has grown rapidly with several new techniques in learning that have found applications in modern day games. Several new algorithms have also been developed recently for path planning and character behaviour in navigation. Rapid advances in technology and production skill are producing game engines that lead to the development of games content which are increasingly entertaining and impressive. This special issue on Cyber Games and Interactive Entertainment focuses on the latest research and development work in games and interactive entertainment. This special issue presents some selected papers from the International Conference on Cyber Games 2008 (CG2008) held on 27-30 October 2008 at Beijing, China. Authors were invited to submit revised and extended version of their papers from the conference. Jurgelionis et al. in "Platform for distributed 3D gaming," present a new cross-platform approach for distributed 3D gaming in wired/wireless local networks. The article introduces novel system architecture and protocols used to transfer the game graphics data across the network to end devices. Simultaneous execution of video games on a central server and a novel streaming approach of the 3D graphics output to multiple end devices enable the access of games on low-cost set-top boxes and handheld devices that natively lack the power of executing a game with high-quality graphical output. This is relevant for pervasive gaming in various environments like at home, hotels, or internet cafes; it is beneficial to run games also on mobile devices and modest performance CE devices avoiding the necessity of placing a noisy workstation in the living room or costly computers/consoles in each room of a hotel. Researchers and developers in the field of computer games usually find that the difficulty to simulate the motion of actual 3D model trees lies in the fact that the tree model itself has very complicated structure, and many sophisticated factors need to be considered during the simulation. Though there are some works on simulating 3D tree and its motion, few of them are used in computer games due to the high demand for real-time in computer games. In the article on "Real time animation of trees based on BBSC in computer games," Ao et al. propose an approach of animating trees in computer games based on a novel tree model representation-Ball B-Spline Curves (BBSCs). By taking advantage of the good features of the BBSC-based model, physical simulation of the motion of leafless trees with wind blowing becomes easier and more efficient. The method can generate realistic 3D tree animation in real-time, which meets the high requirement for real time in computer games. Mouse picking is the most commonly used intuitive operation to interact with 3D scenes in a variety of games as well as 3D graphics applications. High performance for such operation is necessary in order to provide users with
doi:10.1155/2009/713584 fatcat:wtr3tfypyvb4nmejfhttxtrkpa