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3D CAR GAME Group Project MSc CAVE 2011 Ramalingam Vignesh Perseedoss Rajiv Nair Abhijeeth Heng Li Special Thanks: Macey Jon Nait-Charif Hammadi.

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Presentation on theme: "3D CAR GAME Group Project MSc CAVE 2011 Ramalingam Vignesh Perseedoss Rajiv Nair Abhijeeth Heng Li Special Thanks: Macey Jon Nait-Charif Hammadi."— Presentation transcript:

1 3D CAR GAME Group Project MSc CAVE 2011 Ramalingam Vignesh Perseedoss Rajiv Nair Abhijeeth Heng Li Special Thanks: Macey Jon Nait-Charif Hammadi

2 IN THIS PRESENTATION Introduction Live Demo Elements of the Game Configuration & Performance Future Work Conclusion

3 INTRODUCTION 3D Car Game Graphics Engine : OpenGL 3x Shading : GLSL >= 1.2 Libraries : NGL, QT, Phonon Sound Programming Language : GNU C++ IDE : QT Creator

4 LIVE DEMO

5 ELEMENTS OF THE GAME Maya Modelling and Exporting Billboards Skybox Shading & Lighting Camera Movement Controls & Collision Detection Effects : Nitrous, B&W, Minimap Sound

6 ELEMENTS OF THE GAME >> Maya Modelling 1 The world modelled in maya, exported to OBJ format and read into the game Car modelling : Nurbs -> converted to poly Huge number of models => MEL Script written to export the models >

7 ELEMENTS OF THE GAME >> Maya Modelling 2

8 ELEMENTS OF THE GAME >> Billboards 1 2D images placed in the world (accessories) Follow the camera to give the illusion of 3D

9 ELEMENTS OF THE GAME >> Billboards 2 Settings.xml file created to easily add/edit billboards items

10 ELEMENTS OF THE GAME >> Skybox Adds realism -> simulate world environment Huge cube (bigger than the game terrain), with each of the 6 faces having a distinct texture no skybox only skybox skybox integrated

11 ELEMENTS OF THE GAME >> Shading & Lighting No fixed functionality -> use vertex & fragment shaders 2 types : basic (texture only -> terrain, track, billboard) & lighted (texture + diffuse ambient light -> car only [author : Jmacey]) basic shader lighted shader (applied only to car) with 1 light used

12 ELEMENTS OF THE GAME >> Shading & Lighting Frustrum culling was used to limit the number of objects drawn on the screen Optimise rendering time => good fps for game Mid stage development, with dummy model used

13 ELEMENTS OF THE GAME >> Camera Movement 1 2 types : follow & spring (monkey) > Follow : replicate the exact movements of the car – always gives the view of the driver, even when steering Spring : allows a degree of freedom of rotation before aligning the camera to the car again – comparable to a 3 rd person view – more thrill when steering

14 ELEMENTS OF THE GAME >> Camera Movement 2 To give speeding feel, the FOV of camera changes with the speed While speed varies from 0 – 250, FOV changes from 45 - 85 low speed – small FOV medium speed – increased FOV maximum speed, maximum FOV >

15 ELEMENTS OF THE GAME >> Controls & Collision Detection Car Movement – use Pythagoras to calculate the X and Z movement of car wrt speed and angle Accelerate W / Up Arrow Reverse / Braking S / Down Arrow Steering Left A / Left Arrow Steering Right D / Right Arrow

16 ELEMENTS OF THE GAME >> Controls & Collision Detection Collision Detection Sphere – sphere collision detection Collision response – the car stops, user can reverse the car ( >)

17 ELEMENS OF THE GAME >> Visual Effects 1 Effects : Nitrous, B&W, minimap >

18 ELEMENS OF THE GAME >> Visual Effects 2

19 ELEMENTS OF THE GAME >> Sound KDE Phonon provided by QT 2 sounds – background music (continuous) and acceleration effect

20 Configuration & Performance Development machine configuration: Graphics Card – Quadro FX 3800 1Gb RAM – 8 Gb Platform – Ubuntu Linux CPUi3 M350 @ 2.27 GHzI7 Q740 @ 1.73 Ghz RAM3 Gb4 Gb GPUIntel (R) HD Graphics 1GbNvidia GT 425M 1G PlatformWindows 7 64 bit FPS4160

21 Future Work Car – add lights (when braking) & wheel rotation Terrain - add variations & more props Shading – optimise & add shadows, volumetric lights, motion blur Camera - more realism, different views & suspension shake Movement - realistic physics & forces to calculations Collision Detection – use AABB/OOB collision detection & add collision response based on velocity and mass of objects AI - Add more vehicles Synchronise sounds and visual at specific events

22 Conclusion 7 weeks 4 Persons 3D Car Game modelling & Exporting Billboards Skybox Shaders & light Camera movements Controls & collision detection Visual & sound effects

23 THANK YOU Questions, Comments & Suggestions Ramalingam Vignesh Perseedoss Rajiv Nair Abhijeeth Heng Li Special Thanks: Macey Jon Nait-Charif Hammadi


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