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97 Figure 2.3.4 Vectors can be thought of as the difference between 2 points.
97 Figure 2.3.5 Vectors can be described by 2 scaler variables.
From Shiffman, “Chapter 1. Vectors.”
97 Figure 2.3.6 Velocity vector updates position
From Shiffman, “Chapter 1. Vectors.”
98 Figure 2.3.7 A list of Vector operations that can be used within Processing.
From Shiffman, “Chapter 1. Vectors.”
98 Figure 2.3.8 Vector Multiplication
From Shiffman, “Chapter 1. Vectors.”
99 Figure 2.3.9 Vector Addition
From Shiffman, “Chapter 1. Vectors.”
99 Figure 2.3.10 Vector Subtraction
From Shiffman, “Chapter 1. Vectors.”
99 Figure 2.3.11 Vector Division
From Shiffman, “Chapter 1. Vectors.”
101 Figure 2.3.12 The relationship between distance, velocity, and acceleration
From Shiffman, “Chapter 6. Autonomous Agents.”
From Shiffman, “Chapter 6. Autonomous Agents.”
From Shiffman, “Chapter 6. Autonomous Agents.”
103 Figure 2.3.17 How Max force can affect radius
From Shiffman, “Chapter 6. Autonomous Agents.”
From Shiffman, “Chapter 6. Autonomous Agents.”
105 Figure 2.3.19 Arriving behavior once they get to a certain distance from target location
From Shiffman, “Chapter 6. Autonomous Agents.”
105 Figure 2.3.20 Avoiding walking into walls
From Shiffman, “Chapter 6. Autonomous Agents.”
107 Figure 2.3.22 Edward T Hall’s Interpersonal Distances of man
From Shiffman, “Chapter 6. Autonomous Agents.”
From Shiffman, “Chapter 6. Autonomous Agents.”
109 Figure 2.3.25 Crowd density vs crowd flow rate graph
110 Figure 2.3.26 Pathfinding flowchart
113 Figure 2.3.27 Canadian census info-graphic breaking down the population into percentages
115 Figure 2.3.29 A decision Tree based on percentages
117 Figure 2.3.30 Human Visual Limit- Top View
117 Figure 2.3.31 Human Visual Limit- Side View
From “Environmental Considerations and Human Factors for Videowall Design.”
117 Figure 2.3.32 Sensory limit within simulation
From Shiffman, “Chapter 6. Autonomous Agents.”
119 Figure 2.3.33 Human systems flowchart
123 Figure 2.4.1 The face on mars
Google Maps Android application, screen-captured by Author.
123 Figure 2.4.3 Fearful Symmetry by Ruairi Glynn
CAD file from the Cushion group, simulated and screen-recorded by Author.
135 Figure 3.1.1 Parametric node system within Grasshopper
135 Figure 3.1.2 Material node system within 3ds Max
135 Figure 3.1.3 Scripting node system within Unreal Engine 4
Default character asset script within UE4, screen-captured by Author.
139 Figure 3.2.1 Game assets within project browser
141 Figure 3.3.1 How each asset will be utilized within this software environment
143 Figure 3.3.2 AI perception
Simulated and screen-recorded by Author.
143 Figure 3.3.3 EQS trace test
145 Figure 3.3.4 Simplified visual scripting process within UE4
147 Figure 3.3.5 Decision Network
148 Figure 3.3.6 Event Node begins the execution line
148 Figure 3.3.7 Boolean percentages controls which path the line takes