PART RACING Eric Pierce, Jing Chen, and Paul Shaffer.

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Presentation transcript:

PART RACING Eric Pierce, Jing Chen, and Paul Shaffer

Revolutionizing Mario-Kart Style Racing Using Havok physics engine: Car constant in forward motion and can only control turns Hit opponents with “parts” of the world – Mouse interaction Pick up “parts” along the race track

“Parts” - 1 CLASSNAMECOMMENTS Tool Wrench Pliers Screwdriver Jack Need to install engine parts “ Need to install Wheels Engine 4-BBL Carb Camshaft Turbocharger Air Scoop More power – needs tools to install “ Body Wheel(s) Light Bar Bumper Tow Hitch Need four plus jack to install Need for laser/missile Need for Oil Slick Dispenser Need for Mine Layer

“Parts” - 2 CLASSNAMECOMMENTS Weapon Laser Homing Missile Mine Oil Slick Mounts on Light Bar on top of car “ Need Bumper Need Tow Hitch Treasure Diploma Job Offer Car Keys Plane Tickets

Environment & Controls OPTION ONE: Dual world track – fire mountain vs. icy snowland Navigate freely through turns and rotates like traditional car racetrack Importing Maya model OPTION TWO: Nodal map where user makes navigation choices at each node (left, straight, right) – Path predetermined between each of the node – Operates like a railway track Create only a section of the world at a time

Implementation Objects & Data Structures OBJECTDESCRIPTION Racers Player AI Racer Array/list of racers with current position updated on change of location Collision detection control needed between objects Power-Ups - Boosts - Invincibility Array/list of power-ups Check if racer collides or if consumed If consumed, regenerate Hazards -Falling rocks -Fire -Oil slicks / Ice patches Array/list of hazards Check if racer collides and run consequent action Movable Items Controlled freely by user via mouse interaction

Implementation FSM Logic On new frame: – Check for user input (mouse/keyboard) Move player accordingly, control moveable objects – Adjust camera based on new position of player – Check racers’ location for collisions – Update power-up, hazards, moveable objects (delete, move, regenerate, etc) – Check for RACEISOVER Check winner

Implementation FSM Logic Aggressive AI 1. On Path State - On nearby player go to Chasing player state - On hit off path (by hazard) go to Returning to Path 2. Chasing Player- On not near player and off path go to Returning to Path state 3. Returning to Path - On not near player and on path go to On Path state

Implementation FSM Logic Scared AI 1. On Path State - On nearby player go to Avoiding player state - On hit off path (by hazard) go to Returning to Path 2. Avoiding Player- On not near player and off path go to Returning to Path state 3. Returning to Path - On not near player and on path go to On Path state