Project Review
CoreDump
Lawrence Chang <lchang@andrew.cmu.edu>
David Lien <dlien@andrew.cmu.edu>
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Vector Arrays to cut
down on rendering time for course
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Quadtree frustum culling
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Data driven level
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3D landscape complete
with vertex normals calculation
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Landscape multitexturing through vertex arrays
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Quaternion Class
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Camera Spring Model
with Slerp
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Player Controls
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Player-to-Ground and
Camera-to-Ground Collision Detection
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One detailed 3D Studio
Max Model completed
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Landscape can be
deformed by movement of vertices
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Model and key frame
animation import using 3D studio format import library lib3ds 1.2.0
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Weapon firing class,
player-to-player and projectile-to-player collision detection
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Smooth height
interpolation
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Sound implementation
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Player life stats,
timer, radar, and other misc features
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2 more robot models.
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Networking.
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Attempting to figure
out how to use the 3ds file import library.
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Attempting to figure
out how to implement sound effects and music in our game.
4. Realistic Goals
We will be working on the game over
Thanksgiving break to hopefully get all the basic game functionalities such as
firing missles and colliding with objects on the
screen done by the time we come back.
Our hope is to get most of the game¡¯s core functionality done so that we
can concentrate on topics that we do not have as much experience in such as
sound or networking.
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Nov 26 – turn in this
thing.
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Nov 28 – successfully
imports model and walking keyframe animation. Dave
leaves for
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Nov 30 –
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Dec 1 – Dave returns.
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Dec 3 – Missle class and physics class finished. Game playable now with fighting teapots
and crude buildings and projectiles.
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Dec 6 – Dave finishes
all non-final exams, projects, and papers, and thus devotes his health, sleep,
and brain cells thereafter to CoreDump and getting
Networking to work.
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Dec 12 – Game freezes,
working game.
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Dec13 – Dave comes out
of graphics after hacking nonstop for 6 days to make the game l33t.
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Dec 14 – The CoreDump team decides to play 25 rounds of CoreDump in order to determine how to split the PS2 and 5
games.