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Published byGertrude Turner Modified over 9 years ago
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Final presentation saswat, venkat, vivek, vaibhav, jian, revant
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...back in the beginning It was ambitious
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3D racing/combat game Mono wheel vehicle Offensive/defensive weapons ▪ Missiles ▪ Turrets ▪ Spikes 3 game modes ▪ death match ▪ races ▪ style Networking Motion blur Dynamic lighting … Networking Motion blur Dynamic lighting …
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Open source graphics engine Networking Physics Race mode Frame rates Game Architecture But.. We survived
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Irrlicht Hacked code to get features we wanted Recompiled source Profiled and optimized packages Were at mercy of open source forums Poor documentation EMT_LIGHTMAP_LIGHTING EMT_LIGHTMAP_LIGHTING_M2 EMT_LIGHTMAP_LIGHTING_M4
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Packets lost over UDP ▪ Reliability implemented on top Ordering of packets LAN server discover Efficient serialization ▪ Use cheap bit masks ▪ Update only when necessary ▪ Works over wifi
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Interpolate between messages Prevent ‘jumping’ t = 0 t = 1
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Networking meant more work in other areas ▪ Who died and who killed? ▪ Did the missile hit? ▪ Game states ▪ Lobby UI ▪ Networked sound ▪ In-game chat ▪ …
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Why the wheel is 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
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Our wheel implementation Additional shapes for collision response ▪ 2 cylinders and 1 box Carful grouping of all game objects .. And a lot of debugging ▪ To a point where we almost gave up the idea
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Anisotropic friction model for Skid Based on a piecewise cubic Hermite spline. Varies with speed and tire pressure
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‘Tunneling’ Go through walls at high speeds Implemented custom CCD [continuous collision detection] Visual debugging Keep graphics and physics world in sync
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Is player A ahead of player B? ▪ Update rankings in real time ▪ Implemented path objects ▪ Adaptive interpolation algorithm Race AI [scraped] ▪ Non deterministic, yet intelligent ▪ Follow vehicle physics
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20 fps ▪ Octree for each mesh ▪ Careful level design ▪ Prioritize update loop Custom implementation
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Custom interpolation algorithm ▪ Handles motion blur ▪ Rear view ▪ Objects of interest highlighted
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C++ Pointers, types, network packets, sound, physics, aghhh Non linear development Our solution: ▪ A reusable game engine ▪ abstracts networking, physics and graphics ▪ extendible ▪ Game play programmers only worry about game level details ▪ Planning to release as open source ▪ 15,000+ lines, 150+ files of c++ source excluding physics, graphics, network, sound patches
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Open source buggy level editor
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Nobody had done 3D art before Our external artist got busy Only did the wheel mesh We Learnt 3D design tools Textured each triangle Realistic Light mapped environment
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