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      <title>Access - Game Engines Research by Michael Stringer</title>
      <link>https://padlet.com/michael_stringe/qkut50oos6xrcdx7</link>
      <description></description>
      <language>en-us</language>
      <pubDate>2021-09-21 08:54:33 UTC</pubDate>
      <lastBuildDate>2022-10-09 19:03:20 UTC</lastBuildDate>
      <webMaster>hello@padlet.com</webMaster>
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         <title>Instructions</title>
         <author>michael_stringe</author>
         <link>https://padlet.com/michael_stringe/qkut50oos6xrcdx7/wish/1756540721</link>
         <description><![CDATA[<div>Put the names of the team members at the top of your research. This research should be useful to everybody in the class.</div>]]></description>
         <enclosure url="" />
         <pubDate>2021-09-21 08:55:32 UTC</pubDate>
         <guid>https://padlet.com/michael_stringe/qkut50oos6xrcdx7/wish/1756540721</guid>
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      <item>
         <title>Particle effects/systems</title>
         <author>michael_stringe</author>
         <link>https://padlet.com/michael_stringe/qkut50oos6xrcdx7/wish/1756541766</link>
         <description><![CDATA[<div>Particle systems are one of the many systems that a game engine enables. It uses a multitude of sprites, 3D models and other objects so as to mimic and create different effects that wouldn't normally be possible, such as fire smoke, explosions, sparks, falling leaves and many others. The particles are controlled by an emitter which is the source of the particles and it determines aspect of the particles such as the location they are generated and where they move to. Particles can be either static or animated.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2021-09-21 08:56:03 UTC</pubDate>
         <guid>https://padlet.com/michael_stringe/qkut50oos6xrcdx7/wish/1756541766</guid>
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      <item>
         <title>Sound + Music in games. / Team: Cole Dickinson, Gazz Jones, Steven Musiwa, Tiberius Ginn.</title>
         <author></author>
         <link>https://padlet.com/michael_stringe/qkut50oos6xrcdx7/wish/1756768359</link>
         <description><![CDATA[<div><br>Sound effects and music in game engines, is best used emotive experiences in games and to set atmospherics, this can be used in background music to set a scene which can be described in an audio format to show the player a boss may have arrived, there is danger close, in FPS for firearm sounds, explosions, radio call outs, enemy tracking eg foot steps.In a single player mode this can be an npc given and completing a quest, or in certain areas of the game it can be background music for example in star wars it could that age old song in the cantina to show you are in a social area, the best example is the doom 2016 soundtrack which can cause a surge in adrenaline, it can really set the scene in all aspects which is the biggest reason they are needed in the engine from a grass roots base<br><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2021-09-21 11:02:04 UTC</pubDate>
         <guid>https://padlet.com/michael_stringe/qkut50oos6xrcdx7/wish/1756768359</guid>
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      <item>
         <title>Programming (Scripting)</title>
         <author>b540827</author>
         <link>https://padlet.com/michael_stringe/qkut50oos6xrcdx7/wish/1756774866</link>
         <description><![CDATA[<div>Programming is the foundation of the Game Engine, the skeleton in which components are built off of. The scripting is responsible for executing the many facets of the engine so it runs seamlessly. A specific example of scripting in a game engine is netcode, the script responsible for connecting clients in a stable and consistent way. Programming is also behind ‘triggers’ such as cutscenes playing when arriving at a certain location or status, or an enemy spawning. Originally programming was the only facet of a digital game, for example ‘Pong’ consists solely of code, and any graphic or sound effect was the result of a line of code and not an image or recorded sound effect. Instead of programming being ‘A.I.’ itself, scripting allows the A.I. to access it’s ruleset such as pathfinding or enemy avoidance.&nbsp;</div><div><br>Sean Crowley<br>Connor Farquhar<br>James Pearson<br>Ben Castellucci</div>]]></description>
         <enclosure url="" />
         <pubDate>2021-09-21 11:06:15 UTC</pubDate>
         <guid>https://padlet.com/michael_stringe/qkut50oos6xrcdx7/wish/1756774866</guid>
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      <item>
         <title>(Ash) AI </title>
         <author>b566405</author>
         <link>https://padlet.com/michael_stringe/qkut50oos6xrcdx7/wish/1756787061</link>
         <description><![CDATA[<div>Artificial Intelligence in games is used to control npc characters, villains and envorinmental characters such as monsters, aliens and animals. In other games, such as puzzle games, it is used to control the other player (examples of games that use this are games that involve gambling).&nbsp;<br><br>An example of a game that uses AI is Animal Crossing, used to control the fish and bugs moving around in an attempt for the player not to catch them, as well as the villagers themselves, walking around and dancing, as well as reacting to music playing from speaker assets when within a certain radius of the device. They also use it to respond to the player when they emote at them or give them a gift. Characters such as Timmy and Tommy or Mable use AI to greet people and follow them when they enter their shops.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2021-09-21 11:13:45 UTC</pubDate>
         <guid>https://padlet.com/michael_stringe/qkut50oos6xrcdx7/wish/1756787061</guid>
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      <item>
         <title>(Morgan) AI: Machine Learning</title>
         <author>b575537</author>
         <link>https://padlet.com/michael_stringe/qkut50oos6xrcdx7/wish/1756791883</link>
         <description><![CDATA[<div>Game engines (such as Unity) can be used to write rules that allow for the creation of "real" computer intelligence's that can self-learn and adapt, enabling AI's to learn/produce complex behaviors in a relatively short amount of time. Utilising rewards and penalties, machine agents learn new skills and behaviors in order to obtain rewards and avoid penalties.<br><br>Source/s: https://venturebeat.com/2019/07/15/how-video-game-engines-help-create-smarter-ai/</div>]]></description>
         <enclosure url="https://venturebeat.com/2019/07/15/how-video-game-engines-help-create-smarter-ai/" />
         <pubDate>2021-09-21 11:16:47 UTC</pubDate>
         <guid>https://padlet.com/michael_stringe/qkut50oos6xrcdx7/wish/1756791883</guid>
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      <item>
         <title>Shadowing/Lighting</title>
         <author></author>
         <link>https://padlet.com/michael_stringe/qkut50oos6xrcdx7/wish/1756807099</link>
         <description><![CDATA[<div>In a simple definition, a shaders is a computer program that usually runs the GPU to tell each and every pixel how they should look like in the game. In computer graphics a shader is a type of program that is used for shading in 3D scenes the production of appropriate levels of light, darkness and color in a rendered image.<br><br>We also of Dynamic lighting is used in game engines as well, these are a type of simulated where lighting calculations are computed in real time. Therefore, using dynamic lighting on the fly lighting calculations accounting for real-time variations, such as change in game state, narrative player's and characters positions and camera movement&nbsp;<br><br>Rick Linch<br>Declan Asura<br>joseph douglas<br>Marina Dreimane<br><br><br></div><div><br><br><br><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2021-09-21 11:25:46 UTC</pubDate>
         <guid>https://padlet.com/michael_stringe/qkut50oos6xrcdx7/wish/1756807099</guid>
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      <item>
         <title>Physics</title>
         <author>b542024</author>
         <link>https://padlet.com/michael_stringe/qkut50oos6xrcdx7/wish/1756808186</link>
         <description><![CDATA[<div>Physics engines are used to replicate (to some approximation) real world physics within a digital world, telling 3D objects how to react with the surrounding environment. The engine simulates updated positions and orientations for these objects when they collide or overlap, without having to create individual animations for each and every object. There are two central types of physics simulations; rigid body and soft body simulators. In rigid body simulators objects are grouped into categories based on how they should react, and are less performance intensive. Soft body physics involves simulating individual sections of each object such that it behaves in a much more realistic way.&nbsp;<br><br>Callum Proudfoot<br>Eva Aminian<br>Ben Bojang</div>]]></description>
         <enclosure url="" />
         <pubDate>2021-09-21 11:26:12 UTC</pubDate>
         <guid>https://padlet.com/michael_stringe/qkut50oos6xrcdx7/wish/1756808186</guid>
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      <item>
         <title>(Morgan) AI: Implementation</title>
         <author>b575537</author>
         <link>https://padlet.com/michael_stringe/qkut50oos6xrcdx7/wish/1756840093</link>
         <description><![CDATA[<div>Game engines provide the framework needed to add Artificial Intelligence capabilities to games. Various engines provide the tools for programming agent behaviors, movement, path-finding and states to create the illusion of a thinking actor in a game.</div>]]></description>
         <enclosure url="" />
         <pubDate>2021-09-21 11:43:05 UTC</pubDate>
         <guid>https://padlet.com/michael_stringe/qkut50oos6xrcdx7/wish/1756840093</guid>
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