Final presentation saswat, venkat, vivek, vaibhav, jian, revant.

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Presentation transcript:

Final presentation saswat, venkat, vivek, vaibhav, jian, revant

...back in the beginning It was ambitious

 3D racing/combat game  Mono wheel vehicle  Offensive/defensive weapons ▪ Missiles ▪ Turrets ▪ Spikes ▪ Smoke Bombs  3 game modes ▪ death match ▪ races ▪ style Networking Motion blur Dynamic lighting … Networking Motion blur Dynamic lighting …

 Open source graphics engine  Networking  Physics  3D sound  Race mode  Frame rates  Game Architecture  3D art But.. We survived

 Irrlicht  Recompiled source for certain features we wanted ▪ GUI events ▪.B3d loader  Optimized a few packages  Were at mercy of open source forums  Poor documentation

 Lost / Out of order packets  Synchronize state of game objects  LAN server discovery  Non linear development  Did not decide on networking initially  Efficient serialization ▪ Works over wifi

 Interpolate between messages  Prevent ‘jumping’ t = 0 t = 1

 The cascade ▪ Networked sound ▪ In-game chat ▪ Did the missile hit? ▪ Game states ▪ Lobby UI ▪ …

 Why the wheel was hard ▪ PhysX’s uses a vertical RayCast wheel model ▪ Collision only at the vertical y contact point ▪ No wheel-wheel collision re-invented The wheel re-invented The wheel

 Anisotropic friction model for Skid  Based on a piecewise cubic Hermite spline.  Varies with speed and tire pressure

 ‘Tunneling’  Go through walls at high speeds  Implemented custom CCD [continuous collision detection]  Visual debugging over the network  Keep graphics and physics world in sync

 20 fps ▪ Octree for each mesh ▪ Careful level design ▪ Memory management ▪ Reuse/Pre allocate objects ▪ Optimized triangle counts for meshes ▪ Sound Channel Management

 C++ memory management, dangling pointers, network packets, sound, physics, arghhh  Our solution: ▪ Reusable game engine ▪ Abstracts networking, physics and graphics, sound ▪ Fully Extendible ▪ Game play programmers only worry about game level details ▪ Plan to release as open source

 Race ▪ Update rankings in real time ▪ Cool way points system ▪ Wrong way detection ▪ Synchronize times  Style ▪ Robust detection of ledge rides, skids etc.  Deathmatch ▪ Networked Kills vs Deaths

 No 3D art experience  Had to learn 3D design tools  Challenges with UI design, tracks and general world objects  Realistic Light mapped environment  Dynamic lighting  Motion Blur

 Smooth content pipeline  Used IrrEdit to create maps  No support for custom user data ▪ Extended the XML parser  Level Manager  FMOD designer ▪ Auditioning tool ▪ 3D Engine sound.. With gear shifts