Skip to content

Commit

Permalink
Updated "Avatars" description
Browse files Browse the repository at this point in the history
  • Loading branch information
alicechai16 committed May 30, 2024
1 parent c1c7dc4 commit 4ad6c9d
Show file tree
Hide file tree
Showing 2 changed files with 118 additions and 85 deletions.
39 changes: 35 additions & 4 deletions index.html
Original file line number Diff line number Diff line change
Expand Up @@ -109,10 +109,41 @@ <h2>Project Description</h2>
(reproduction, death, wave, shock, launching and retracting of light balls, ambiance, navigation, etc) -->
</p>

<h3>Avatars</h3>
<p>The user takes on the form of a spirit holding a magic light ball that attracts creatures towards it. You can
set the colour and shape of the spirit.
</p>
<h2>Avatars</h2>
<p>The user takes on the form of a small "spirit" with a reflective, semi-transparent body, holding a magic
light ball that attracts creatures. The avatar's primary function is to control the light ball to interact
with creatures. You can set the colour and head shape of your spirit. Its default head shape is a slightly
luminous sphere with two black eyes. The hands are also spherical, matching the head's material and
transparency, creating a cohesive spirit appearance. The semi-transparent spirit appearance
enhances the game's atmosphere, giving players a unique and engaging character to control.</p>
<h3>Controls</h3>
<h4>Desktop</h4>
<p>To start controlling the avatar, the user will need to click on the canvas. You can then use the mouse to
look around or click to throw the light. Note that this will lock the pointer. To unlock yourself from the
canvas, press the Escape key ('esc').</p>
<ul>
<li>W: Move forward</li>
<li>A: Move left</li>
<li>S: Move backward</li>
<li>D: Move right</li>
<li>Shift: Run</li>
<!-- Can we revisit these ones? Crouch or swim down will depend on gravity.
Also I personally think some of the key mappings feel awkward.-->
<li>Control + Alt: Crouch</li> <!-- What is this on mac? cmd + option? -->
<li>C: Move down</li>
<li>Space: Move up</li>
</ul>
<h4>Mobile</h4>
<ul>
<li>Left joystick (red): Move the avatar</li>
<li>Right joystick (blue): Pan camera</li>
<li>Tap on the screen to throw the ball of light.</li>
</ul>
<h4>VR Headset</h4>
<!-- Broken right now -->
<ul>
<li>Use the VR controllers to interact with objects and navigate the environment.</li>
</ul>

<h3>Creatures</h3>
<p>The creatures in Lumen vary in size and shape, creating a diverse ecosystem. These agents are attracted
Expand Down
164 changes: 83 additions & 81 deletions paper.html
Original file line number Diff line number Diff line change
Expand Up @@ -33,88 +33,90 @@
</div>
</div>

<h1>Project Title</h1>
<p>Add your names here.</p>
<p>Prepared for York University course DIGM5520, 2024-05-31.</p>

<div id="toc">
<p><span style="font-weight:bold;" ;>Contents</span> (<a href='javascript:void(null)' class='toc-list'
onclick='hideTOC()'>hide</a><a href='javascript:void(null)' id='showTOC' style="display:none;"
onclick='showTOC()'>show</a>)</p>
<ul class="toc-list">
<li><a href="#overview">Overview</a></li>
<li><a href="#related">Related Works</a></li>
<li><a href="#dev">Development</a>
<ul>
<li><a href="#sound">Sound Synthesis</a></li>
<li><a href="#agent">Agent Design and Interaction</a></li>
<li><a href="#avatar">Player Avatar Design, Interaction, and Navigation</a></li>
<li><a href="#database">Databasing and User Persistence</a></li>
<li><a href="#challenge">Challenges and Solutions</a></li>
</ul>
</li>
<li><a href="#results">Results</a></li>
<li><a href="#future">Future Work</a></li>
<li><a href="#ref">References</a></li>
</ul>
</div>
<div id="main">
<h1>Lumen</h1>
<p>Add your names here.</p>
<p>Prepared for York University course DIGM5520, 2024-05-31.</p>

<div id="toc">
<p><span style="font-weight:bold;" ;>Contents</span> (<a href='javascript:void(null)' class='toc-list'
onclick='hideTOC()'>hide</a><a href='javascript:void(null)' id='showTOC' style="display:none;"
onclick='showTOC()'>show</a>)</p>
<ul class="toc-list">
<li><a href="#overview">Overview</a></li>
<li><a href="#related">Related Works</a></li>
<li><a href="#dev">Development</a>
<ul>
<li><a href="#sound">Sound Synthesis</a></li>
<li><a href="#agent">Agent Design and Interaction</a></li>
<li><a href="#avatar">Player Avatar Design, Interaction, and Navigation</a></li>
<li><a href="#database">Databasing and User Persistence</a></li>
<li><a href="#challenge">Challenges and Solutions</a></li>
</ul>
</li>
<li><a href="#results">Results</a></li>
<li><a href="#future">Future Work</a></li>
<li><a href="#ref">References</a></li>
</ul>
</div>

<h2>Overview</h2>
<p>Project desciption</p>

<h2>Related Work</h2>
<p>Related work</p>

<h2>Development</h2>
<h3>Sound Synthesis</h3>
<p></p>

<h3>Agent Design and Interaction</h3>
<p>
The goals of agent interaction changed throughout the course of the project. Originally the goal was to make
the agents defined to a set of species that had target species and would move around. When the project was
in the ideation phase and the idea of echolocation was mentioned, the agents were to be hunting with timed
updated based on the pulses of vision from the user or whatever other source was to be used. As the vision
for the project changed, it became clear what core ideas for the agents would stick into the final project.
Agents, in terms of behaviour, would need to:
<ul><li>Hunt each other</li>
<li>Wander aimlessly</li>
<li>Be interested in light sources</li>
<li>Stay within a certain radius of the world origin</li>
</ul>

The first aim was simply to make the agents move. Agents existed as placeholder red triangles. Giving them a
starter random position and a random goal position allowed them to move between those two, then assign
themselves a new goal to move towards. Agents were then given a boolean that defined if they were hunting,
and the species idea was dropped to move more towards an individual behaviour model for agents. This means
agents will hunt any other agents, regardless of properties. If an agent was in hunting mode, it will speed
dynamically towards its target until it is caught up. Removing the agents from the pool after they had been
caught proved challenging, but after many trials and just as many errors, the population was able to update
itself to account for the hunting behaviour. The light source idea for the final project changed a few times
so from early on in agent behaviour design we accounted for the idea of certain points the agents would be
interested in. The agents will, when close to a point that is designated as a "light source", will attempt
to stay close to it and will congregate to hunt each other in the general area of the light.

At this point the agents still existed as placeholder triangles but the behaviour of them hunting,
interacting with light, and wandering was working and could be integrated with the rest of the project.
</p>

<h3>Player Avatar Design, Interaction, and Navigation</h3>
<p></p>

<h3>Databasing and User Persistence</h3>
<p></p>

<h3>Challenges and Solutions</h3>
<p></p>

<h2>Results</h2>
<p></p>

<h2>Future Work</h2>
<p></p>

<h2>References</h2>
<h2>Overview</h2>
<p>Project desciption</p>

<h2>Related Work</h2>
<p>Related work</p>

<h2>Development</h2>
<h3>Sound Synthesis</h3>
<p></p>

<h3>Agent Design and Interaction</h3>
<p>
The goals of agent interaction changed throughout the course of the project. Originally the goal was to make
the agents defined to a set of species that had target species and would move around. When the project was
in the ideation phase and the idea of echolocation was mentioned, the agents were to be hunting with timed
updated based on the pulses of vision from the user or whatever other source was to be used. As the vision
for the project changed, it became clear what core ideas for the agents would stick into the final project.
Agents, in terms of behaviour, would need to:
<ul><li>Hunt each other</li>
<li>Wander aimlessly</li>
<li>Be interested in light sources</li>
<li>Stay within a certain radius of the world origin</li>
</ul>

The first aim was simply to make the agents move. Agents existed as placeholder red triangles. Giving them a
starter random position and a random goal position allowed them to move between those two, then assign
themselves a new goal to move towards. Agents were then given a boolean that defined if they were hunting,
and the species idea was dropped to move more towards an individual behaviour model for agents. This means
agents will hunt any other agents, regardless of properties. If an agent was in hunting mode, it will speed
dynamically towards its target until it is caught up. Removing the agents from the pool after they had been
caught proved challenging, but after many trials and just as many errors, the population was able to update
itself to account for the hunting behaviour. The light source idea for the final project changed a few times
so from early on in agent behaviour design we accounted for the idea of certain points the agents would be
interested in. The agents will, when close to a point that is designated as a "light source", will attempt
to stay close to it and will congregate to hunt each other in the general area of the light.

At this point the agents still existed as placeholder triangles but the behaviour of them hunting,
interacting with light, and wandering was working and could be integrated with the rest of the project.
</p>

<h3>Player Avatar Design, Interaction, and Navigation</h3>
<p></p>

<h3>Databasing and User Persistence</h3>
<p></p>

<h3>Challenges and Solutions</h3>
<p></p>

<h2>Results</h2>
<p></p>

<h2>Future Work</h2>
<p></p>

<h2>References</h2>
</div>
</body>

</html>

0 comments on commit 4ad6c9d

Please sign in to comment.