This paper presents a new model reduction technique that exploits large-scale, parallel precomputation to create interactive, real-time games with the visual fidelity of offline rendered films. We present an algorithm to automatically discretize a continuous game into a large finite-state machine that can be pre-rendered in the film world. Despite radical differences from existing game engines, our finite-state approach is capable of preserving important characteristics of continuous games including smooth animation, responsiveness to input, triggered effects and passive animation. We demonstrate our technique with a 30-second interactive game set in an award-winning short film.
['Matt Stanton', 'Sascha Geddert', 'Adrian Blumer', 'Paul Hormis', 'Andy Nealen', 'Seth Cooper', 'Adrien Treuille']
Large-scale finite state game engines