A curvilinear collision avoidance scheme for interactive 3D gaming environments
Ziad Sakr, Chanan Sudama · 2008
With the growing number of participants in Interactive 3D Gaming Environments in recent years, there has been research demand for making the user's presence and participation in these environments appear more natural and real. Avatar locomotion is an important contributor to improving the realism of interactive games. One of the interests of many researchers is investigating the locomotion characteristics of avatars in an interactive game, with a primary focus on avatar collision detection and avoidance.