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	<title>The Game Learner &#187; 3D modelling</title>
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	<link>http://gamelearner.edublogs.org</link>
	<description>Problem solving, decision making, roleplay, lateral thinking, collaboration - it\'s all in the game</description>
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		<title>Just Leap In &#8211; a fantastic browser based virtual world tool</title>
		<link>http://gamelearner.edublogs.org/2008/12/23/just-leap-in-a-fantastic-browser-based-virtual-world-tool/</link>
		<comments>http://gamelearner.edublogs.org/2008/12/23/just-leap-in-a-fantastic-browser-based-virtual-world-tool/#comments</comments>
		<pubDate>Tue, 23 Dec 2008 00:14:03 +0000</pubDate>
		<dc:creator>colinsimpson</dc:creator>
				<category><![CDATA[3D modelling]]></category>
		<category><![CDATA[croquet]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[second life]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[virtual world]]></category>
		<category><![CDATA[just leap in]]></category>
		<category><![CDATA[resource]]></category>
		<category><![CDATA[software]]></category>
		<category><![CDATA[tool]]></category>

		<guid isPermaLink="false">http://gamelearner.edublogs.org/?p=74</guid>
		<description><![CDATA[

Screenshots of a room I created in around an hour in Just Leap In &#8211; visit it at http://www.justleapin.com/shares/9299:7CWxWoP4
It&#8217;s as close as I&#8217;ve been able to get to a hospital ward with the available furniture and objects. The ability to import your own models is on the list of features to come.
The boxes in the [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://farm4.static.flickr.com/3209/3129613904_0edb037675_o.gif" alt="Just leap in screenshot" width="773" height="850" /></p>
<p><img src="http://farm4.static.flickr.com/3100/3129613980_17aa4987f0_o.gif" alt="Just leap in screenshot" width="800" height="348" /></p>
<p>Screenshots of a room I created in around an hour in Just Leap In &#8211; visit it at <a href="http://www.justleapin.com/shares/9299:7CWxWoP4">http://www.justleapin.com/shares/9299:7CWxWoP4</a></p>
<p>It&#8217;s as close as I&#8217;ve been able to get to a hospital ward with the available furniture and objects. The ability to import your own models is on the list of features to come.</p>
<p>The boxes in the top image appear as the room is loading &#8211; rather cute really.</p>
<p>It&#8217;s in Beta at the moment and I haven&#8217;t taken a huge look around but it is incredibly easy to use and the list of features to come is really impressive. I&#8217;ve been in touch with the developers and they seem very switched on and friendly.</p>
<p>I&#8217;ll post more about it when I&#8217;ve had a chance to play more.</p>
<p>I&#8217;ve also been able to embed the world in my other blog (edublogs is a little paranoid about embeddable content) &#8211; check it out at <a href="http://couchmedia.blogspot.com/2008/12/just-leap-in-diy-virtual-space.html">http://couchmedia.blogspot.com/2008/12/just-leap-in-diy-virtual-space.html</a></p>
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		<title>Thoughts on: UnrealTriage: A Game-Based Simulation for Emergency Response (McGrath &amp; Hill,</title>
		<link>http://gamelearner.edublogs.org/2008/05/31/thoughts-on-unrealtriage-a-game-based-simulation-for-emergency-response-mcgrath-hill/</link>
		<comments>http://gamelearner.edublogs.org/2008/05/31/thoughts-on-unrealtriage-a-game-based-simulation-for-emergency-response-mcgrath-hill/#comments</comments>
		<pubDate>Sat, 31 May 2008 12:42:41 +0000</pubDate>
		<dc:creator>colinsimpson</dc:creator>
				<category><![CDATA[3D modelling]]></category>
		<category><![CDATA[activities]]></category>
		<category><![CDATA[activity]]></category>
		<category><![CDATA[experience]]></category>
		<category><![CDATA[first person learner]]></category>
		<category><![CDATA[first person perspective]]></category>
		<category><![CDATA[fps]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[AI]]></category>
		<category><![CDATA[game engine]]></category>
		<category><![CDATA[gane design]]></category>
		<category><![CDATA[NPC]]></category>
		<category><![CDATA[unrealtriage]]></category>

		<guid isPermaLink="false">http://gamelearner.edublogs.org/?p=42</guid>
		<description><![CDATA[McGrath, D. and Hill, D. (2004) UnrealTriage: A Game-based Simulation for Emergency Response Institute for Security Technology Studies, Dartmouth College. Retrieved 31st May 2008 from www.ists.dartmouth.edu/library/58.pdf

McGrath and Hill describe the process they went through in developing an emergency response simulator using the Unreal Tournament game engine &#8211; from design to development and some of the [...]]]></description>
			<content:encoded><![CDATA[<p>McGrath, D. and Hill, D. (2004) <em>UnrealTriage: A Game-based Simulation for Emergency Response</em> Institute for Security Technology Studies, Dartmouth College. Retrieved 31st May 2008 from <span class="a">www.ists.dartmouth.edu/library/58.pdf</span></p>
<p><img src="http://farm4.static.flickr.com/3164/2537860661_7a750cbd75_o.jpg" alt="" width="454" height="544" /></p>
<p>McGrath and Hill describe the process they went through in developing an emergency response simulator using the Unreal Tournament game engine &#8211; from design to development and some of the issues they confronted along the way &#8211; something which seems not a million miles away from what I&#8217;m trying to do.<br />
(Perhaps less simulationy but there are still a number of commonalities)</p>
<p><em>&#8220;The  simulation  involves  multiple<br />
emergency response players at the scene of<br />
a  small  airplane  crash with 30  casualties.<br />
The  player  objectives  developed  thus  far<br />
consist  of  fire  suppression  and  primary<br />
triage.   Players must locate and categorize<br />
the  casualties  into  one  of  four  treatment<br />
categories.   The victims are  tagged as  red<br />
(immediate),  yellow  (urgent),  green<br />
(delayed), or black (fatally wounded).   For<br />
the  game  environment,  a  terrain  model<br />
(map)  based  on  a  real-world  airport was<br />
created from digital elevation data, satellite<br />
imagery, and  local engineering data.   The<br />
Karma physics engine, which is part of the<br />
Unreal  distribution,  was  used  to  define<br />
object  behaviors  such  as  fire  hose<br />
dynamics.&#8221;</em></p>
<p>This is a great example of the usefulness of games in learning &#8211; particularly simulations &#8211; because they allow you to recreate situations that would either be expensive or dangerous.</p>
<p><em>&#8220;Synthetic  environments  can<br />
enhance  tabletop  and  command  post<br />
exercises  by  providing  an  objective,<br />
dynamic,  virtual  world  containing</em><em>simulated but  adequately  realistic people,<br />
objects,  and  events. Emergency  response<br />
technologies  can  be  prototyped  and<br />
evaluated using synthetic environments as<br />
well, by providing a safe, virtual “proving<br />
ground” for new technologies.    The same<br />
synthetic  environments  could  be  used  to<br />
develop training systems.&#8221;</em></p>
<p>They discuss the process of using the Unreal Tournament editor and working with APIs and plug-ins for other tools &#8211; something I&#8217;m avoiding so far for the large part with FPS Creator. There is also a reasonably detailed technical description of the technical process they went through in modelling the actual terrain of a New Hampshire airport for the game.</p>
<p><em>&#8220;First person  shooter games  are organized<br />
around “levels”, with the idea that a player<br />
will complete  the objectives of one  level,<br />
and  then move on  to another  level with a<br />
new environment and challenges.   In each<br />
level,  players  move  through  the<br />
environment “picking up” weapons, health,<br />
and  ammunition.   Multiple  players  can<br />
move  through  levels,  interacting with  the<br />
environment,  objects,  other  players,  and<br />
non-player characters (NPCs).&#8221;</em></p>
<p>It&#8217;s interesting to note that they have had to deal with some of the same issues that I have &#8211; namely trying to convert a tool/engine designed for making &#8220;shooter&#8221; games to another purpose.</p>
<p><em>The assumptions made by the designers of<br />
the  game  engine  tend  to  dictate  the<br />
available choices of mod developers.   For<br />
example, the easiest way to represent a fire<br />
hose nozzle is to model it as a weapon that<br />
“destroys” a fire, since the game engine is<br />
based on the assumption that players carry<br />
and fire weapons.   It is counter-intuitive to<br />
think of a fire hose as a weapon, but within<br />
the  constraints  of  the  game  world  this<br />
makes perfect sense. </em></p>
<p>Other unique issues arise in this regard as well:</p>
<p><em>&#8220;However,  the  interaction with  the  nozzle<br />
“weapon”  has  been  problematic.<br />
Specifically,  the  hose  should  be<br />
constrained by  its attach point on  the  fire<br />
truck and by the position of the firefighter<br />
holding  the  nozzle.   Likewise  the<br />
firefighter’s motion  should  be  limited  by<br />
the  length and properties of  the  fire hose.<br />
This  complex  interaction  has  proven<br />
difficult,  in  large  part  because  player<br />
motions  are  not  normally  constrained  by<br />
the “weapon” they carry.&#8221;</em></p>
<p>In looking at further developments of the game, they are considering the need for cooperative play to simulate the process of carrying stretchers &#8211; a task sometimes undertaken by 4 people at once. (Good luck with that one <img src='http://gamelearner.edublogs.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  They are also mindful of the AI of NonPlayer Characters (NPCs)  by using them in a simulation for management of the emergency scene:</p>
<p><em>Improved NPC  intelligence could  include<br />
two-way  communication between players<br />
and bots.  More  intelligent NPC behavior<br />
will allow some of the first responder roles<br />
to  be  performed  by  “rescue  bots”  and<br />
allow  actual  players  to  act  as  scene<br />
commanders.   This will  enable  command<br />
post  exercises, where  scene  commanders<br />
observe  the  scene,  interact  with  rescue<br />
bots,  and  help  incident  command  build<br />
situational  awareness  through  normal<br />
communication channels</em></p>
<p>Overall, they seem to have developed a pretty good understanding of what they are working with.</p>
<p><em>&#8220;Benefits  include  low  user<br />
cost,  impressive  graphics  and  sound,<br />
accessible networking protocols, and built-<br />
in  scorekeeping  for  after  action  review.<br />
Limitations  include  the  significant<br />
modeling  and  AI  tasks  associated  with<br />
character development, and the constraints<br />
of  the weapon/shooter paradigm which  is<br />
the foundation of most first person shooter<br />
games.    A  relatively  newer  gaming<br />
paradigm, the massive multi-player online<br />
game,  is  founded on  the  idea of synthetic<br />
economies and more peaceful  interactions<br />
between  players,  and  may  be  a  more<br />
promising  platform  for  simulation<br />
development as it matures.</em>&#8220;</p>
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		<item>
		<title>Guess who learnt how to add textures to the 3D game?</title>
		<link>http://gamelearner.edublogs.org/2008/01/18/guess-who-learnt-how-to-add-textures-to-the-3d-game/</link>
		<comments>http://gamelearner.edublogs.org/2008/01/18/guess-who-learnt-how-to-add-textures-to-the-3d-game/#comments</comments>
		<pubDate>Thu, 17 Jan 2008 22:31:04 +0000</pubDate>
		<dc:creator>colinsimpson</dc:creator>
				<category><![CDATA[3D modelling]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[exploring the CEE]]></category>
		<category><![CDATA[level design]]></category>

		<guid isPermaLink="false">http://gamelearner.edublogs.org/2008/01/18/guess-who-learnt-how-to-add-textures-to-the-3d-game/</guid>
		<description><![CDATA[
Go on &#8211; guess  
I&#8217;ve spent a good part of the day battling with the FPS Creator segment editor, a tool that allows you to create your own walls/rooms/floors and so on in FPS Creator. This largely came about because I liked the wall of one pre-made segment and the floor of another and [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://farm3.static.flickr.com/2298/2198516289_832095c45b_o.jpg" height="1024" width="1280" /></p>
<p>Go on &#8211; guess <img src='http://gamelearner.edublogs.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I&#8217;ve spent a good part of the day battling with the FPS Creator segment editor, a tool that allows you to create your own walls/rooms/floors and so on in FPS Creator. This largely came about because I liked the wall of one pre-made segment and the floor of another and (not properly reading the manual) I floundered about for a few days before discovering that you can&#8217;t actually do this.</p>
<p>Fortunately now I can take the mesh (the physical framework of the 3D object, generally a .x file in this instance) from one section (wall, floor, ceiling etc), stick it next to the mesh from another to choose my own textures (the flat part that sits on the outside of the mesh and makes it look like whatever it is that you want it to look like &#8211; generally a .tga or .dds file).</p>
<p>Of course,  the provided instructions neglected to mention that for the FPSC Segment Editor to recognise your specially created textures (whipped up in Photoshop and converted using the beautiful DDS2 converter), you need to label your textures blahblah_D2.tga or blahblah_D2.dds &#8211; fortunately the FPSC forum came to my aid.</p>
<p>All in all, this was a great practical example of discovery learning &#8211; just knowing enough to get started and identifying the new pieces of knowledge that were required in the process of doing it.</p>
<p>I also had another design idea the other day &#8211; by placing each separate mission on its own individual level and having the player progress to the next level (which is just a cut/paste of the initial level but with different audio files and resources), it&#8217;s possible to make the experience a much deeper one. (The initial problem was having the player going up to an NPC &#8211; non-player character &#8211; for information and having a limited range of responses, which would have been tied only to a single mission).</p>
<p>Nice to feel like this is getting somewhere.</p>
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