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U.S.S.R Milestone 3 Presentation. Background Creating a arcade racing game involving the specialization areas of our choice: AI Procedural Content GPU/Shader.

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Presentation on theme: "U.S.S.R Milestone 3 Presentation. Background Creating a arcade racing game involving the specialization areas of our choice: AI Procedural Content GPU/Shader."— Presentation transcript:

1 U.S.S.R Milestone 3 Presentation

2 Background Creating a arcade racing game involving the specialization areas of our choice: AI Procedural Content GPU/Shader programming

3 What went wrong? XNA/JigLibX is not the way to go. Things took longer to implement/debug than planned. Source engine games + USSR destroys the dx9 device forcing user to reboot or get seizures. Trying to keep things simple, we over complicated stuff.

4 Graphics/Shaders What’s implemented: Shadows Particles Fullscreen glow Why not more?

5 Procedural Content What’s implemented: Tracks Textures Vehicles ”Skybox” No terrain around the track 

6 AI What’s implemented: Track following Fuzzy logic Situation based steering Interaction Limited obstacle avoidance No difficulty settings

7 What went Right We have a game and it is playable. Techno Bauer Anthem!!!

8 Show us the game already

9 Lessons learned Do not use XNA for bigger projects if not specificly targeting the Xbox 360. Take the easy way out, there are shadercreation tools out there. No need for doing everything by hand. Ananlyze dependencies better to get a more complete timeplan. When making an AI that doesn’t cheat, don’t cripple it. Give it all the data it needs to cheat, just don’t let it.

10 Questions? ”Knowledge is power”


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