Real-time character control for wrestling games

Ho, E. S.L. and Komura, T. (2009) Real-time character control for wrestling games. In: Egges, A., Geraerts, R. and Overmars, M. (eds.) Motion in Games. Series: Lecture notes in computer science (5884). Springer, pp. 128-137. ISBN 9783642103469 (doi: 10.1007/978-3-642-10347-6_12)

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Abstract

This paper proposes a method to simulate the real-time interactions of tangling motions by two virtual wrestlers in 3D computer games. The characters are controlled individually by two different players - one player controls the attacker and the other controls the defender. We make use of the topology coordinates which are effective to synthesize tangling movements. The attacker’s movements are simulated by changing the topology coordinates at every frame, and the defender is controlled to escape from such an attack by inverse kinematics. The experimental results show the methodology can simulate realistic competitive interactions of wrestling in real-time, which is difficult by previous methods.

Item Type:Book Sections
Status:Published
Glasgow Author(s) Enlighten ID:Ho, Dr Edmond S. L
Authors: Ho, E. S.L., and Komura, T.
College/School:College of Science and Engineering > School of Computing Science
Publisher:Springer
ISBN:9783642103469
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