TECHNICAL POSTER Quentin Bloomfield, Keegan Donnelly, Jacob Grealy, Zach Knickerbocker, Nate Niederkorn, Sean Peck Department of Computer Science and Engineering.

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TECHNICAL POSTER Quentin Bloomfield, Keegan Donnelly, Jacob Grealy, Zach Knickerbocker, Nate Niederkorn, Sean Peck Department of Computer Science and Engineering The Ohio State University Island generation starts with creating a height map for the terrain. This height map is created using a layered combination of fractals and simplex noise; it is constructed from bottom to top starting with large, tall, dense features and ending with sporadic, small, short features. Lastly a parabolic constraint is applied to give the island a dome like shape ensuring that the edge of the island drops off gradually into the ocean. Dinosaur AI Get Away’s graphical user interface elements have_ been designed using 3D models and text to give_ them a realistic presence in the game._ _ The Dinosaur Food Chain Dinosaurs interact with the other dinosaurs on the island using a number of heuristics. One of the most important is a literal food chain which dictates a dinosaurs decision to pursue, eat, flee, etc. from other dinosaurs. 3D User Interface The dinosaur AI uses waypoints to dynamically plan a dinosaur’s route around flora, players, enemies, and obstructive island terrain (e.g. mountains). Flocking and other group behaviors are implemented to give packs of dinosaurs an intimidating presence. Pack AI “Pack AI”, as we’ve coined it, is an artificial intelligence which moves packs of dinosaurs around the island to simulate macro dinosaur travel behaviors, and keep the dinosaurs within reasonable distance from the player. Every item, island resource, and crafting recipe is. defined by an external JSON formatted data file.. This makes adding content to the game, and... balancing existing content, quick and easy.._ Data Driven Items & Crafting Procedural Island Generation The terrain of the island is textured using a combination of sampled height, slope, and simplex noise values. The slope value is used to determine where cliffs and dirt textures will be applied as vegetation becomes less dense with slope increase. For lesser slope values the height value is then used to split the terrain into three biomes of beach, meadow/jungle, and mountain. Finally, simplex noise is used to split the meadow and jungle into two separate biomes. Terrain Texturing A level of detail (LOD) system is implemented to manage both the level of graphical detail and level of interactivity of static (non-moving) objects based on their distance from the player. For example: nearby trees are physical objects with detailed models; far away trees are non physical objects with low resolution billboards. The LOD system divides the island into evenly sized square sectors arranged in a 2- dimensional array. All static objects are placed into these sectors based on their initial position in the world. Every few frames the sectors closest to the player recalculate and apply the LOD of all of the static objects contained within them. Custom LOD System Flocking AI While dinosaurs are typically found near others of their kind, they usually act independently of one another. However, some packs contain flocks of dinosaurs. Dinosaurs in a flock work together, and alerting one of them means alerting all of the other flock members. To accomplish this behavior, we implemented a modified “Boids” flocking algorithm, Dinosaurs in flocks are incredibly dangerous, so be wary!