DESIGN AND IMPLEMENTATION NON PLAYABLE CHARACTERS BEHAVIOR IN SA'I SIMULATION
Interactive application technology developed so rapidly in line with the progress of information technology. One of technologies currently beginning to develop is virtual environment-based simulation. This simulation technology has been initially applied for games, but recently this virtual environm...
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Format: | Theses |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/13088 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | Interactive application technology developed so rapidly in line with the progress of information technology. One of technologies currently beginning to develop is virtual environment-based simulation. This simulation technology has been initially applied for games, but recently this virtual environment-based simulation has been often used to represent a situation that can provide knowledge or learning such as simulations of fire, earthquake and so on. The learning of manasik haji (guide for those going on the haji) can be also simulated with an objective as alternative of learning media. Generally the simulation has non payable character (NPC) as a fairly significant supporting factor. NPC’s behavior can give a description concerning a certain situation or condition in a simulation. This thesis includes the design of NPC's behavior of jemaah haji (collective pilgrimage to Mecca) in Simulation Sa'i using finite state machine (FSM) method by adding the stamina and psychological effects.<p>NPC designed has a task or mission, that is to do the Sa'i devotion. NPC's behavior designed includes deterministic behavior (walking, slight running, praying, and sitting) and non-deterministic behavior (leaning on). The type of NPC in this simulation is distinguished to become fours types: old men, young man, old women, young women. The four NPC types is equipped with the attributes of different walking speed as well as stamina adjusted with the type and age of NPC.<p>The design of NPC's behavior has been designed using FSM method where NPC has been modeled in several limited operation states. At a time, there is only one state active. The change of state occurs when there is input of the system. In several states it is given additional rules for each type of NPC, so that the behavior yielded is more realistic and dynamic.<p>The result obtained shows that generally NPC has behaved according to the design. NPC can do deterministic behavior in Sa’i simulation, but for the non-deterministic behavior it is very difficult to see. This is due to the limitedness of hardware (processor) used to run this simulation to be unable to display the simulation with NPC population with large number. Although NPC behavior displayed on the simulation has sufficiently given a good impression to the user, this simulation has been still seen to be less dynamic. The possibility of the development of the more dynamic simulation is by adding more non-deterministic behavior in NPC with fuzzy state machine method. |
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