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Difference between revisions of "GAM670/DPS905 Project Requirements 20111"

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Latest revision as of 06:19, 12 April 2011

Game Presentation Schedule

Team Name Date and Time
Team Zombie Tuesday April 12 8:20AM
Tuesday April 12 8:50AM
Team Guardian Tuesday April 12 9:20AM
Team GG Thursday April 14 8:20AM
Team HSD Thursday April 14 8:50AM
Team Slap Your Grandma Thursday April 14 9:20AM


Presentation Schedule

Team Name Date and Time
Team Guardian - Hasan, JP Tuesday March 22 9:00AM
Team Zombie - Damian, Qing Thursday March 24 8:00AM
Hic Sunt Dracones - David Thursday March 24 9:15AM
Team GG - Brad Tuesday March 29 8:00AM
Team GG - Randl Tuesday March 29 8:30AM
Slap Your Grandma - Dan, Andrei, Sasha Tuesday March 29 9:00AM
Hic Sunt Dracones - Daniel, Jon, Kaitlyn Thursday March 31 8:00AM


Appointment Schedules

Initial Proposal

Team Name Date and Time
Zombie Tuesday January 18 10:00AM
Team GG Tuesday January 18 10:15AM
Team Guardian Tuesday January 18 10:30AM
Andrew Condinho Tuesday January 18 10:45AM
Tuesday January 18 11:00AM
Tuesday January 18 11:15AM
Slap Your Grandma Tuesday January 18 1:30PM

Proposal Acceptance

Team Name Date and Time
Team GG Tuesday February 1 10:00AM
Zombie Tuesday February 1 10:15AM
Andrei Kopytov Tuesday February 1 10:30AM
Tuesday February 1 10:45AM
Tuesday February 1 11:00AM
Tuesday February 1 11:15AM
Slap Your Grandma Tuesday February 1 1:30PM

Project Review

Team Name Date and Time
Team GG Tuesday February 22 10:00AM
Zombie Tuesday February 22 10:15AM
Tuesday February 22 10:30AM
Tuesday February 22 10:45AM
Tuesday February 22 11:00AM
Tuesday February 22 11:15AM
Slap Your Grandma Tuesday February 22 1:30PM


Due Dates

Proposed game and team members selected January 18
Proposal completed and members' roles selected February 1
Phase 2 draft and review February 22
Phase 2 completed - Presentation March 22
Phase 3 completed - Presentation April 12-14



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 implement your game design. Identifying the features and the required refinements will demand some research on your part. 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.

The source code for 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' workspaces back to trunk so that the caption of the dialog box shows all of the names of the team members. See Merging your work back to trunk for details

The purpose of this first phase of the project is twofold:

  • to identify the features that your final game will include
  • to identify the features that each member of your team will incorporate
  • to identify the features that your team is expecting to incorporate 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.

Phase 2

The second phase releases a version of the updated base code that includes the new features that your team members have incorporated.

This phase includes a presentation that shows

  • how your new features work within
    • the updated base code
    • your own game
  • how to incorporate the new features in external code

Your team will have one hour to make its presentation and each team member will have fifteen minutes to describe the feature that they implemented themselves

Phase 3

The third phase presents your completed game with your team's new features and two new features that members of other teams developed.

Your presentation includes

  • a demonstration of how the game plays
  • 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 30 minutes to showcase its game.


Features that you could add to the 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.

  • 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
    • 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 3.0
  • 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