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Real-Time Character Control for Wrestling Games

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Motion in Games (MIG 2009)

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 5884))

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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.

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Ho, E.S.L., Komura, T. (2009). Real-Time Character Control for Wrestling Games. In: Egges, A., Geraerts, R., Overmars, M. (eds) Motion in Games. MIG 2009. Lecture Notes in Computer Science, vol 5884. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-10347-6_12

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  • DOI: https://doi.org/10.1007/978-3-642-10347-6_12

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-10346-9

  • Online ISBN: 978-3-642-10347-6

  • eBook Packages: Computer ScienceComputer Science (R0)

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