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GAM670/DPS905 Project Requirements 20111

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{{GAM670/DPS905 Index | 20111}}
<!--= Game Presentation Schedule =
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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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|Team Mutalisk
|Tuesday December 7 9:15AM
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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
= Appointment Schedule =
{| border="1"
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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
{| border="1"
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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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|Approval meeting with instructor
|March 29
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|Phase 3 completed - Presentation
= Project Requirements =
Your game involves a real-time audio-visual -haptic experience in some sort of a 3-D world. The user must be able using advanced game programming techniques to control at least some aspects of improve the game with a controller, performance and there must be some use the appeal of sound, both in the background and in response to some action in your game. The user should have control over which display devices, resolution and input devices are used at any time during the game. Your game may however offer only a subset experience force feedback through some form of the available resolutions and input devices. Finally, your design code must differ significantly from the samples presented controller in class and you must identify the unique elements of your code response to certain common actions in your submissions. Each game is a team effort. The structure of each team is up to the team members.  Each member must contribute their own work feature to the game development in a selected area or areas of their choosingspecialization. All members Each member should also contribute to the design part integration of the assignmenta separate, unrelated feature developed by another team.
== Phase 1 ==
The first phase is a 200-300 word an informal, written proposal of what you intend the features that your team wishes to implement in your its final game: what you imagine your game doing. Your description should identify the objects in basic aspects of these features as well as the refinements to those features that are needed to implement your game and include one or more illustrations of your design. The illustrations may be hand-drawn Identifying the features and scannedthe required refinements will demand some research on your part. Included in your illustrations should be a map of what you envisage In the 3D world case of your game will look likeDPS905 students, with 3-dimensional coordinates of all of the major points in the world. Your map research should include all of be deep and the "actors" (moving objects) in the world. You description should identify the coordinates as realistically as possible, being aware that you may need to scale them up or down as you implement your design in code. Submit the written proposal on your wiki team-page under '''Proposal''' and '''Map of the World of theory behind the Game'''required refinements.
Before continuing phase 1, please do Your proposal should be documented on the following# Read [[Hints for Using SVN to collaborate on school projects]]# Update your team's project page of the course wiki page with your team's repository path information under '''Repo PathProposal'''# Create a directory with your seneca id under . Your proposal should identify the branch sub-directory parts of the framework that you expect to modify extensively in your team's repositoryimplementation. This will A draft of your proposal should be your home directory for development; for details see: [http://zenit.senecac.on.ca/the wiki/index.php/Hints_for_Using_SVN_to_collaborate_on_school_projects#Directory_Structure Directory Structure]# One of before your meeting with the team members instructor and you should volunteer to export svn://zenit.senecac.onupdate your proposal after consultation with your instructor.ca/dpsgam/trunk/15-Controller into the trunk of your team's repository#: For hints see [[Hints for Using SVN to collaborate on school projects#Start_the_project_by_continuing_an_existing_work | Start the project by continuing an existing work]]
Each team 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 own successfully compiled version of work using the updated base code. In other words, the update base code with the 15-Controller sample in their own workspace in new features installed will serve as the branch sub-directory of their teamsource for other teams's repositoryaccess.Branch submission path: svn://zenit.senecac.on.ca/dps901_103rep??/branches/SenecaID/15C
: ''Start doing Each team member should have their own successfully compiled version of the above by branching updated base code in their own workspace in the 15branch sub-Controller into svn://zenit.senecac.on.ca/dps901_103rep??/branches/SenecaID/15Cdirectory of their team's repository. See here for help: [http://zenit.senecac.on.ca/wiki/index.php/Hints_for_Using_SVN_to_collaborate_on_school_projects#Preparing_Branches.2Fworkspace_for_development Preparing Branches/workspace for development]''
 The source code for each team member's copy of the upgraded 15-Controller sample 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 detail and thereby to give your instructor some idea of your design: whether what you intend is too simple, too complex or about rightwill include* to ensure your instructor identify the features that you are ready to work with your own branch each member of your team's repository and ready will incorporate* to start modifying identify the framework to suit features that your team's design.Your submission should enable your instructor is expecting to give you feedback and to discuss your proposal in some detailincorporate from the work 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.
Your team must arrange a time and date to meet with your instructor to discuss the proposal and to commit the different responsibilities of the team members. This meeting should take place no later than week 6 of the semester, preferably earlier.== Phase 2 ==
== Phase 2 ==The second phase releases a version of the updated base code that includes the new features that your team members have incorporated.
The second This phase releases includes a draft of presentation that shows* how your new features work within** the updated base code** your own game without sound or input control. * how to incorporate the new features in external code
This is your last opportunity Your team will have one hour to amend your proposal, modify your design make its presentation and obtain your instructor's approval each team member will have fifteen minutes to any changes.describe the feature that they implemented themselves
== Phase 3 ==
The third phase presents your completed game with sound your team's new features and input control to the classtwo new features that members of other teams developed.  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.
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= Some Suggested Upgrades Features that you could add to the Framework Updated Base Code The base code serves as the common thread for sharing feature development amongst all members of the class. Our objective is to add as many of the features that students wish to see implemented in their own games as possible. We review this list at the start of the semester and you are welcome to expand detail or to add other features.
The Framework in its final stage consists of 12,000 source lines of code. The Framework is only a starting point * 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 fallback position for the design of your game. There are numerous opportunities to refactor different parts depending upon what your game requires plane**: box and what your personal interests areplane**: spatial partitioning** general sphere collisions** oriented bounding boxes** sliding** collisions with physics*** moving spheres*** moving boxes* lighting techniques** 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** projective texturing** vertex texturing*** displacement mapping*** geometry images* audio techniques* comprehensive collada imports* third-person camera techniques* quaternions* networked gameplay* noise* fluids* non-photo-realistic rendering* particle systems* terrain** terrain following* opengl 3. Decisions 0* open audio* Direct3D10** porting the framework to focus on certain parts should reflect DirectX10* Direct3D11** porting the areas with which you wish framework to become more familiar. Listed below are some areas that you should consider in deciding where to devote your energy. If you wish to add items to this list, consult your instructor.DirectX11* Direct2D* advanced force feedback* input techniques** XInput** Raw input** picking * optimize coordinators for design unit creation and destructionEach team will ** introduce its own upgrades standard template library** 0(1) removal of objects** provide external access to all objects in the Framework. The nature of these upgrades will vary from team to team. Each team member is responsible for a thorough understanding of at least one particular upgrade.scene coordinator* enable Streaming SIMD Extension 2 in Configuration Properties with optimized math calculations