Real-Time Character Control for Wrestling Games

Edmond S. L. Ho, Taku Komura

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

2 Citations (Scopus)

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.
Original languageEnglish
Title of host publicationMotion in Games
Subtitle of host publicationSecond International Workshop, MIG 2009, Zeist, The Netherlands, November 21-24, 2009. Proceedings
EditorsArjan Egges, Roland Geraerts, Mark Overmars
Place of PublicationHeidelberg
PublisherSpringer
Pages128-137
Number of pages10
ISBN (Electronic)9783642103476
ISBN (Print)9783642103469
DOIs
Publication statusPublished - Nov 2009

Publication series

NameLecture Notes in Computer Science
PublisherSpringer
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Keywords

  • character animation
  • motion capture

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