Analysis and Implementation for the RPG Boxing Game
The analysis and implementation of this paper is applied to a real game boxing machine. The contents of this game boxing machine are consists of three parts that are the UNITY, programming and hardware development. Therefore, in order to have RPG role-play boxing game inside of real game boxing mach...
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Veröffentlicht in: | Applied Mechanics and Materials 2016-08, Vol.851 (Advanced Materials, Structures and Mechanical Engineering II), p.595-598 |
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creator | Cin, Siang Jhih Tsai, Chi Ming Huang, Jian Ji Chen, Ching Mu Chen, Tsair Rong |
description | The analysis and implementation of this paper is applied to a real game boxing machine. The contents of this game boxing machine are consists of three parts that are the UNITY, programming and hardware development. Therefore, in order to have RPG role-play boxing game inside of real game boxing machine, this paper firstly analyzes user requirement and then implement the combined-use in the traditional large boxing machines that will let the players to face the need considering how to fight the contents of RPG role-play boxing game. Moreover, in order to save more time to make 3D animations, motion capture equipment is used called MOCAP to generate characteristics, hero, monsters, and beautiful girls. All body movements of characteristics inside of game boxing machine captured by MOCAP are tied to the body of the head, limbs and torso. Furthermore, those body movements will PhaseSpace to our servers via the Internet passing out after the signal processing MotionBuilder software for recording and output operation. The output file can be transformed into the skeleton and action graphic model and using MAYA software can also do the same way. All procedures in this RPG role-play boxing game design have been successfully interacted both machine side and play side with fun and game new life, and to integrate the actual situation of the game for the future. |
doi_str_mv | 10.4028/www.scientific.net/AMM.851.595 |
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The contents of this game boxing machine are consists of three parts that are the UNITY, programming and hardware development. Therefore, in order to have RPG role-play boxing game inside of real game boxing machine, this paper firstly analyzes user requirement and then implement the combined-use in the traditional large boxing machines that will let the players to face the need considering how to fight the contents of RPG role-play boxing game. Moreover, in order to save more time to make 3D animations, motion capture equipment is used called MOCAP to generate characteristics, hero, monsters, and beautiful girls. All body movements of characteristics inside of game boxing machine captured by MOCAP are tied to the body of the head, limbs and torso. Furthermore, those body movements will PhaseSpace to our servers via the Internet passing out after the signal processing MotionBuilder software for recording and output operation. The output file can be transformed into the skeleton and action graphic model and using MAYA software can also do the same way. 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The output file can be transformed into the skeleton and action graphic model and using MAYA software can also do the same way. All procedures in this RPG role-play boxing game design have been successfully interacted both machine side and play side with fun and game new life, and to integrate the actual situation of the game for the future.</abstract><cop>Zurich</cop><pub>Trans Tech Publications Ltd</pub><doi>10.4028/www.scientific.net/AMM.851.595</doi><tpages>4</tpages></addata></record> |
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subjects | Computer programs Games Movements Recording Servers Software Three dimensional motion Torso |
title | Analysis and Implementation for the RPG Boxing Game |
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