3/24/2006EECS150 Lab Lecture #101 Game Engine EECS150 Spring2006 Lab Lecture #10 Guang Yang.

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Presentation transcript:

3/24/2006EECS150 Lab Lecture #101 Game Engine EECS150 Spring2006 Lab Lecture #10 Guang Yang

3/24/2006EECS150 Lab Lecture #102 Project Status Check Point 1 N64 Controller Interface Check Point 3 Chipcon RF Transceiver Check Point 4 Game Engine Block Diagram of the Design Video RAM Check Point 2 NTSC Video Video RAM

3/24/2006EECS150 Lab Lecture #103 Checkpoint 4 Basic Requirements 2-player wireless Tron Being able to find an opponent and start playing Display the game and scores Extra Credits There is a list of features in cp4 doc Feel free to add extra features. Talk to TAs about extra credits BEFORE you do it.

3/24/2006EECS150 Lab Lecture #104 First thing first 100% Freedom 0% Freedom

3/24/2006EECS150 Lab Lecture #105 Game Setup Game Board Setup

3/24/2006EECS150 Lab Lecture #106 Game Board (1) Internal game board representation It is in the engine. You can decide. One possible way Use RAM to store the board data See the reference RAM implementation in cp4 zip file

3/24/2006EECS150 Lab Lecture #107 Game Board (2) For each point on the board, use 2 bits to represent its status ValueMeaning 00Not yet visited 01Visited by myself 10Visited by opponent(s) 11Board border

3/24/2006EECS150 Lab Lecture #108 Wireless Tron  Two main phases Initialization Phase Game Playing Phase In channel 0 Initialize the board Find an opponent Select another channel for playing the game Go there In channel 1~15 Maintain a GameIndex Send your position and GameIndex Receive those from your opponent Update the game Game over. Go back to Initialization phase

3/24/2006EECS150 Lab Lecture #109 Initialization Phase Init Board Listen to Channel 0 for 1 sec Send Acknowledge with (random) ch#1~15 Receive an Invitation Listen to Channel 0 for 1 sec Change to new channel Receive a Confirmation Wait 1 sec Play Game Timeout Send Invitation Listen to Channel 0 for 1 sec Timeout Send Confirmation Save ch# Receive an Acknowledge Player1 Player2

3/24/2006EECS150 Lab Lecture #1010 Initialization Phase Packet formats standardize the 32-bit payload. You need to decide the proper source address and destination address. 8’h808’h00 Invitation Packet where N is the channel number ranging from 1 to 15. 8’h808’h008’h0F8’h0N Acknowledge Packet 8’h808’h008’hF08’h0N Confirmation Packet

3/24/2006EECS150 Lab Lecture #1011 Wireless Communication !!! UNRELIABLE !!! You must add redundancy to make it reliable Send every packet multiple times. We start with packetRepeatTimes = 3. You can experiment later on to find out the optimal value.

3/24/2006EECS150 Lab Lecture #1012 Administrative Info (1) Checkpoint 3 due in the week after spring break in lab 50% off one week later Plan out a design for checkpoint 4 No design review, but should be useful for project writeup Considering extra credit? Plan for it Design consideration Time allocation

3/24/2006EECS150 Lab Lecture #1013 Administrative Info (2) Project grade breakdown Checkpoint 1: 10% Checkpoint 2: 15% Checkpoint 3: 30% Checkpoint 4 / Final Checkoff: 30% Report: 15%

3/24/2006EECS150 Lab Lecture #1014 Administrative Info (3) Extra credit Up to 20% of total project grade Due at the same time as your CP4 check-off (either early or standard check-off) Not eligible unless you complete all previous required project work. (Single student groups can submit the blackboxes we gave you.)

3/24/2006EECS150 Lab Lecture #1015 Game Playing Phase Parameters Packet repetition times packetRepeatTimes = 3 Car moving speed speed = 10pixel/second You could try different values later To synchronize the moves of both players, introduce a GameIndex. It starts from 0, and increment after moving one pixel ahead

3/24/2006EECS150 Lab Lecture #1016 Game Playing Phase GameIndex=0 Set init position Make the move; Increment GameIndex GameIndex matches End Game. Update Score Check Game Status for the New Positions Init Phase Start Game Send Position Update Packets No valid packet received in one second Receive Position Update Packets You need to arbitrate GameIndex does not match Both alive At least one dies Start button pressed on N64

3/24/2006EECS150 Lab Lecture #1017 Game Playing Phase Packet Format 1’b015’b GameIndex8’h col8’h row Position Update Packet

3/24/2006EECS150 Lab Lecture #1018 VideoRAM You are free to choose any implementation For your reference, in our implementation, we have dedicated groups of signals for Read/Write car positions, and for Write characters on the screen Refer to the Checkpoint assignment for detailed port information

3/24/2006EECS150 Lab Lecture #1019 Extra Credit Some extra credit options EARLY CHECKOFF (5%) Week of 4/10 to 4/14 Multiplayer (>=4) game (7%) For this one, you need to modify communication protocols and/or packet formats Audio(5%) Viewpoints (5%) Finite wall (like snake) (3%) … Check webpage for more options Up to 20%

3/24/2006EECS150 Lab Lecture #1020 Project Tips (1) Design Get used to debugging An unverified module is useless Refer to lab4 and lab5 Start from SIMULATION Testing Multiple boards, different addresses, different orderings, etc.

3/24/2006EECS150 Lab Lecture #1021 Project Tips (2) Requirements Finish these first Make sure it works well Shouldn’t depend on a certain N64 controller Should work on multiple boards Extra Credit Finish early, it’s worth 5% Keep your required version separate Don’t touch it while you work on extra credit!

3/24/2006EECS150 Lab Lecture #1022 Project Writeup Includes Block diagrams Bubble-and-arc diagrams Comments NO SCHEMATICS (They’re too detailed) Use your design reviews! Documentation helps you debug Also makes it easier for us to help you More details will be posted later

3/24/2006EECS150 Lab Lecture #1023 Enjoy your spring break and/or Wireless Tron