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Adam Schmidt Noah Medling Troy Doty
World Builder Adam Schmidt Noah Medling Troy Doty
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Problem Definition Already existing solutions
The Elder Scrolls Construction Set CryEdit Neverwinter Nights BattleCraft42
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The Elder Scrolls Construction Set
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Neverwinter Nights
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CryEdit
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BattleCraft42
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System Diagram
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Three Major Parts The User Interface Layout Terrain Editing
Troy Doty Terrain Editing Noah Medling Object Editing Adam Schmidt
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Requirements Analysis
The requirements analysis details how the system needs to be built and what functionality it will need to be complete
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Operating Environment
Will run on any OS Developed in Microsoft Visual Studio 6 and .NET (7.1)
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System Components User Interface - Buttons, Tabs, Input Boxes, etc
Routines for manipulating heightmaps - Brush, Elevation, Smoothing, Color, etc. Routines for placing and manipulating 3D objects in the world -Creation, Scaling, Translating, etc.
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Software and Libraries
FLTK (Fast Light Toolkit) libraries OpenGL libraries FLUID was used for GUI code generation
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Performance Requirements
The time to read/write files should be minimized Loading/unloading portions of the world should be done in reasonable time Rendering should be done at a rate pleasing to the eye (>30 frames per second)
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Evaluation Metrics Creation Time - Usability
Processing Time – Frames per second
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Software Design Multiple Classes GUI GLWindow World Sector Brush
Object
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User Interface GUI class GLWindow class
Automatically generated with FLUID GLWindow class Organizes and provides access to data and rendering methods contained in other classes
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The World World class Sector class Contains a grid of Sectors
Only stores in RAM those Sectors that have been modified Sector class Contains a grid of vertices (currently 32 x 32) Each vertex contains elevation and color
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Brushes Brush class Uses a Sector internally to represent influence
Falloff modes: none, linear, parabolic Shapes: circle, square Variable radius
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Objects Object class Stores objects that reside separately from the terrain data Contains orientation in 3D space and an ID Will be rendered as loaded 3D models in the game itself
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Difficulties OGRE was difficult to use with deformable heightmaps.
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Future Work Model loading Texturing Better file format
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The End
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