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{{GAM670/DPS905 Index | 20111}}
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|TeamZombie|Tuesday January 18 April 12 8:00AM20AM
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|Slap Your Grandma|Tuesday December 7 April 12 8:15AM50AM
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|Team ZombieGuardian|Tuesday December 7 8April 12 9:30AM20AM
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|Team GG
|Tuesday December 7 Thursday April 14 8:20AM|-|Team HSD|Thursday April 14 8:45AM50AM|-|Team Slap Your Grandma|Thursday April 14 9:20AM|-|}<br /> = Presentation Schedule ={| border="1"
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|Cerebral ThoughtTeam Name|Tuesday December 7 9:00AMDate and Time
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|Copy CatTeam Guardian - Hasan, JP|Thursday December Tuesday March 22 9 8:00AM
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|Team Zombie - Damian, Qing|Thursday December March 24 8:00AM|-|Hic Sunt Dracones - David|Thursday March 24 9 8:15AM
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|Double TapTeam GG - Brad|Thursday December 9 Tuesday March 29 8:30AM00AM
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| Hic Sunt DraconesTeam GG - Randl|Thursday December 9 Tuesday March 29 8:45AM30AM
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|SheetBrix RoboticsSlap Your Grandma - Dan, Andrei, Sasha|Thursday December 9 Tuesday March 29 9:00AM
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|The 10th FloorHic Sunt Dracones - Daniel, Jon, Kaitlyn|Thursday December 9 9March 31 8:15AM00AM
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<br />--> = Appointment Schedules =Initial Proposal
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|Date and Time
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|Zombie
|Tuesday January 18 10:00AM
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|Team GG
|Tuesday January 18 10:15AM
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|Team Guardian
|Tuesday January 18 10:30AM
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|Andrew Condinho
|Tuesday January 18 10:45AM
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|Tuesday January 18 11:15AM
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|Slap Your Grandma
|Tuesday January 18 1:30PM
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Proposal Acceptance
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|Team Name
|Date and Time
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|Team GG
|Tuesday February 1 10:00AM
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|Zombie
|Tuesday February 1 10:15AM
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|Andrei Kopytov
|Tuesday February 1 10:30AM
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|Tuesday February 1 10:45AM
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|Tuesday February 1 11:00AM
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|Tuesday February 1 11:15AM
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|Slap Your Grandma
|Tuesday February 1 1:30PM
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Project Review
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|Team Name
|Date and Time
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|Team GG
|Tuesday February 22 10:00AM
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|Zombie
|Tuesday February 22 10:15AM
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|Tuesday February 22 10:30AM
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|Tuesday February 22 10:45AM
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|Tuesday February 22 11:00AM
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|Tuesday February 22 11:15AM
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|Slap Your Grandma
|Tuesday February 22 1:30PM
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|Proposal completed and members' roles selected
|January 31February 1
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|Phase 1 completed2 draft and review
|February 22
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|Phase 2 completed - Presentation
|March 22
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|Phase 3 completed - Presentation
= Project Requirements =
Your game involves a real-time audio-visual-haptic experience in a 3-D world using advanced game programming techniques to improve the performance and the appeal of your game. The user should experience force feedback through some form of controller in response to certain common actions in your game. Each member must contribute their own feature to the game development in a selected area of specialization. Each member should also contribute to the integration of a separate, unrelated feature developed by another team.
== Phase 1 ==
The first phase is an informal, written proposal of the features that your team wishes to implement in its final game. Your description should identify the basic aspects of these features as well as the refinements to those features that are needed to produce a comprehensive implementationimplement your game design. This Identifying the features and the required refinements will require demand some research on your part, especially in . In the case of DPS905 students, the research should be deep and the description should identify the theory behind the required refinements. Your proposal should be documented on the team project page of the course wiki under '''Proposal'''. Your proposal should identify the parts of the framework that you expect to modify extensively in your implementation . A draft of your proposal should be on the wiki before your meeting with the instructor and you should update your proposal after consultation with your instructor. In developing your game, you may start with the code that you used in the previous course or you may start with the base code for this course. The base code for this course is an update version of the base code for the previous course. In any event, each member should use the updated base code to develop the feature that they have selected and present the results of their work using the updated base code. In other words, the update base code with the new features installed will serve as the source for other teams' access.
Each team member should have their own successfully compiled version of the updated base code in their own workspace in the branch sub-directory of their team's repository.Branch submission path: svn://zenit.senecac.on.ca/dps901_103rep??/branches/SenecaID/15C
The source code for your each team member's copy of the base code should include the following updates:
* add your own name to the caption for the dialog box
* change the window title to include the name of the team
Merge all of the team members' 15C workspaces back to trunk so that the caption of the dialog box shows all of the names of the team members. See [http://zenit.senecac.on.ca/wiki/index.php/Hints_for_Using_SVN_to_collaborate_on_school_projects#Merging_your_work_back_to_trunk Merging your work back to trunk] for detaildetails
The purpose of this first phase of the project is twofold:
* to define identify the features that your final game in both scope and detailwill include* to enable identify the features that each member of your instructor team will incorporate* to identify some details the features that you will need your team is expecting to address in implementing incorporate from the selected featureswork of other teams.
Your team should decide its own group to individual ratio for grading purposes and post the agreed ratio on its project page.
== Phase 3 ==
The third phase presents your completed game with your team's new features and two new features that members of other teams incorporateddeveloped. Your presentation includes * a demonstration of how the game plays along with * an explanation of the innovative aspects that your team members have implemented. * an evaluation of the features that your team incorporated, including criticisms and suggested enhancements Each team has no more than 20 30 minutes to showcase its game.
<br />
<br />
<br />
= Suggested Upgrades Features that you could add to the Updated Base Code =
* advanced visibility determination** view frustum** bounding volume construction*** principal component analysis***: covariance matrix*** bounding box construction*** bounding sphere construction*** bounding ellipsoid construction** bounding volume tests**: bounding sphere test**: bounding ellipsoid test**: bounding cylinder test**: bounding box test** spatial partitioning*** octrees*** BSP trees** portal systems**: portal clipping**: reduced view frustums* collision detection** plane collisions**: sphere and plane**: box and plane**: spatial partitioning** general sphere collisions** oriented bounding boxes** sliding** collisions with physics*** moving spheres*** moving boxes* lighting techniques* advanced * isotropic*** Cook-Torrance*** Oren-Nayar** anisotropic*** Ward*** Ashikhmin-Shirley** bump mapping*** parallax*** self-shadowing** environment cube maps*** cube mapping*** high dynamic range cube maps** high dynamic range lighting*** simple*** faked*** tone mapping* texturing techniques* advanced * projective texturing** vertex texturing*** displacement mapping*** geometry images* audio techniques
* comprehensive collada imports
* advanced visibility determination* advanced collision detectionthird-person camera techniques
* quaternions
* networked gameplay
* particle systems
* terrain
** terrain following
* opengl 3.0
* open audio
* Direct3D10** porting the framework to DirectX10* Direct3D11** porting the framework to DirectX11
* Direct2D
* advanced force feedback
* input techniques
** XInput
** Raw input
** picking
* optimize coordinators for design unit creation and destruction
** introduce standard template library
** 0(1) removal of objects
** provide external access to all objects in the scene coordinator
* enable Streaming SIMD Extension 2 in Configuration Properties with optimized math calculations