Flowgraph in action
Flowgraph Research
http://incrysis.com/wiki/index.php/Main_Page
http://incrysis.com/forums/
http://maxedgaming.com/tutorials/kb_categorie.php?id=2
http://wn.com/Sandbox_2_Flowgraph_fun
http://incrysis.com/forums/viewforum.php?id=24&p=3
http://www.crytek.com/
http://maxedgaming.com/tutorials/kb_categorie.php?id=6&start=20
http://www.crydev.net/viewtopic.php?p=816389
http://www.crydev.net/forum.php?sid=55a578b547a6d3628180f53dfdf63013
http://www.veoh.com/list/u/crymodportal
http://www.crydev.net/viewtopic.php?f=325&t=71209
http://www.crydev.net/viewforum.php?f=319&sid=a454aea4702b383e047b83b50833f3bb
http://www.crydev.net/viewtopic.php?f=319&t=75873 (texture in game)
http://www.crydev.net/viewtopic.php?f=319&t=72827 (spawn iterator)
http://benv2423rui.blogspot.com/2011/11/make-loop-to-spawn-ai-automatically.html
http://www.crydev.net/wiki/index.php/Category:Flowgraph_Samples
manual **** http://doc.crydev.net/SandboxManual/frames.html?frmname=topicfrmfile=index.html
http://www.crydev.net/wiki/index.php/Flowgraph_Guide
Tutorial Challenge
I could apply the above flowgraph to find the average sound level in a room over the total time (math:counter) in the game. This info would then update every 5 seconds and give me the average sound level in the HUD display.
Analytics Brief
I would use the techniques demonstrated in this flowgraph to extract the sound data collected and presented in the pachube feed and insert ranges for the data collected so that different things happen to the architecture in different ranges (0-10 bright light encouraging more activity,11-20 a softer light emitted encouraging people in closer proximity to enter, 21-30 the light would be dimmed to discourage entry into this area at this time etc). I can imagine this sort of thing being used in a library to help regulate noise and encourage a more private or collaborative environment depending on the purpose intended for the architecture.
I would replace the math counter with a person counter (or number of people entering a proximity) and after the xml:get value i would add a math:in range node for each range and have that linked to different effects on the material of the object.
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