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Published byAshley Stokes 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 ▪ Smoke Bombs 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 3D sound Race mode Frame rates Game Architecture 3D art But.. We survived
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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
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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
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Interpolate between messages Prevent ‘jumping’ t = 0 t = 1
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The cascade ▪ Networked sound ▪ In-game chat ▪ Did the missile hit? ▪ Game states ▪ Lobby UI ▪ …
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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
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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 over the network Keep graphics and physics world in sync
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20 fps ▪ Octree for each mesh ▪ Careful level design ▪ Memory management ▪ Reuse/Pre allocate objects ▪ Optimized triangle counts for meshes ▪ Sound Channel Management
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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
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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
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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
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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
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