Monday, September 20, 2010

EXP 2: Week 1: Three Final Flow Graph Nodes


1. Entity:AttachChild -

Reason for Implementation within Experiment Two:

One has chosen to include the ‘Entity:AttachChild’ flow graph node within experiment two due to its potential efficiency in achieving aspects of my overall porosity lens concept. Most importantly, this node, as well as its associated sibling node, ‘Entity:DetachThis’ will allow for me attach and detach various entities within the flow graph simultaneously in order to portray a systematic approach and hence interaction within an environment through the town hall station prefab regarding the protagonist. Through experimentation with this node it is clear that I will be able to achieve this aspect of the experiment through such a node, once further developing and exploring a manner in which to attach entities within a specific location.

Detailed Node Research:
The Entity:AttachChild flow graph node belongs to the Entity family and is most commonly used in association with the ‘Entity:DetachThis’ node to attach and detach entities together within a Crysis environment through the flow graph scripting system. This particular node consists of only inputs, including ‘Boolean’, ‘entity’ and ‘any’ expressions, slightly similar to the DetachThis node which also consists of only inputs without any outputs. We are able to break this node down further to identify the purpose of each input to hence gain a better understanding of its purpose within the flow graph system and its potential implementations within our experiment.

- Entity Id Port : This component defines the entity which will be attached, hence the ‘child’ of a ‘parent’ entity (defined through an ‘Entity:EntityId’ node).

- Attach Port : This component provides the trigger of the attached entity, through such as an input key.

- Child Port : This component provides the entry port to define the child attachment, hence the connection between the ‘parent’ and the ‘child’ entities.

- Keep Transform Port : This component is a Boolean expression which defines whether the child entity will remain in the same transformation within the world space of the environment.

- Disable Physics Port : This component allows one to by force to disable the physics upon a child entity when attaching.

Note: All the above components of the AttachChild entity have no default values.

Source: http://wiki.crymod.com/index.php/FGNode:Entity:AttachChild Accessed: September 16, 2010.

2. Entity:EntityPos –

Reason for Implementation within Experiment Two:

I have decided to implement the Entity: EntityPos flow graph node within experiment two due to its capabilities in achieving the required resultant of my porosity lens. Through initial research I have discovered that this node will be utilised in allowing an entity to rotate upon the player’s movement within the game. Such will allow for one to gain the position of an entity before then using a vector family node to receive and actable upon notion, such as subtracting two positions to rotate the entity. This entity portrays such potential due to the manner in which it has the ability to alter an entities position, rotation or scale while also identifying this information, hence making it an ideal node to be used to the sourcing and rotation of the town hall prefab sections within my porosity lens. Finally it will allow me to generally control the individual cubes with precision and accuracy in terms of world co-ordinates and rotation.

Detailed Node Research:

The flow graph node in the form of ‘Entity:EntityPos’ is part of Entity category, portraying quite a diverse system of entity influences regarding vector movements such as positioning, rotation and scaling. This particular node consists of various inputs and outputs of mainly the ‘vector’ and ‘entity’ expression allowing for such to work in association with the Vector3 category nodes. The node initially contains empty default values, or simply zeroed out vector values such as (0,0,0). To further develop ones understanding of this node, I have researched the nature of each individual input and output component for future implementation reference.

- Entity Id Port : This input defines the entity within the environment which will be altered through the settings defined within the components of this node.


- Pos Port (Input) : This input component refers to the global position of the entity within world space in terms of a vector3 expression.


- Rotate Port (Input) : This input defines the rotational movement of the selected and defined entity in terms of the three rotational axes, with regards to a rotation velocity defined by degrees per second.


- Scale Port¬ (Input) : This input may be used to define a scale extension or subtraction regarding vector3 axes.


- Pos Port (Output) : This output refers to the resultant action define by the position input in terms of a vector or vector modification such as subtraction.


- Rotate Port (Output) : This output defines the rotation resultant of the identified input, with reference to a vector such as multiplication.


- Scale Port (Output) : This output component refers to the resultant vector action of the scale input in terms of an additional influence such as the inversing of the vectors axes.


- Fwd Dir Port : This output within the node allows for the restriction of a defined input with reference to the Y axis in terms of positioning, rotation or scaling.


- Right Dir Port¬¬ : This particular output defines the resultant of an input component with regards to only the X axis.


- Up Dir Port : This output refers to the vector input influence of a component regarding the defined entity within the world space along the Z axis.


Source: http://wiki.crymod.com/index.php/FGNode:Entity:EntityPos Accessed: September 16, 2010.


3. Entity:GetPos -


Reasons for Implementation within Experiment Two:

I have decided to include the ‘Entity:GetPos’ flow graph node within experiment two due to the potential power and ability it will provide me in achieving my porosity lens concept. This particular node will work in conjunction with the other nodes I have selected such as Entity: EntityPos, as I have discussed there, in for example identifying the world position and particular rotation of an entity (perhaps an individual cube) before then comparing it to another to determine whether an action is carried out. Further more such will allow for the completion of such aspects as perhaps determining whether a individual cube or piece of the station is within a position upon a face to determine whether to attach those numerous cubes together into a single face for rotation.

Detailed Node Research:

This particular node belongs to entity family of flow graph nodes and is comprised of various inputs and outputs to determine critical and precise information regarding a particular defined entity. The Entity:GetPos node is interesting due to the manner in which it separates this information into mainly three aspects including Position, Scale, and Rotation, as well as furthers its direction upon the three axis. It is important to note that each output is of a ‘Vector’ nature, allowing for direct use of Vector nodes such as ‘Vec:Mul’ to in this case increase the value or direction. An excellent feature of this node is the manner in which the ‘Get’ input is able to be from any other flow graph output whether it is a Boolean and a simple input.

- Entity Id Port – This entity type input defines the entity which is to be used to hence gather information upon with reference to its direction, position, scale and rotation.

- Get Port – This any type input works as the trigger to define when the node will begin to process the information of the desired and defined entity.

- Pos Port – This output is a vector type, presenting the position of the defined entity within the games world co-ordinates.

- Rotate Port – This vector type output defines and presents the current rotation of the defined entity in terms of an angle upon any axis or combination.

- Scale Port – The scale output is a vector type which determines and conveys the scale of a defined entity within the level with reference to the various axis.

- FwdDir Port – This vector output simply portrays the direction of the defined entity upon specifically the y-axis.

- RightDir Port – This port is a vector type output, defining and conveying the direction and the entity upon specifically the x-axis.

- UpDir Port – This final vector type output defines the direction upon the z-axis of a defined entity to portray it in a manner for another input.

Source: http://wiki.crymod.com/index.php/FGNode:Entity:GetPos Accessed: September 16, 2010.

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