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Published byMelvyn White Modified over 9 years ago
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Lauren Bissett, Daniel Maguire, Nicholas Woodfield
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Background Two overall goals: Expand upon 3D game engine built last semester. Create a fun, interactive game built on top of the engine.
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Background Using: Microsoft’s XNA framework (C#). Visual Studio 2008. Additional software for art and music development.
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2. Schedule, Lauren FeatureJanuaryFebruaryMarchApril Design Floor plans Character design Content list More floor plans Modeling Playable character model based on character design Level building Prop building Level building Prop building Level building Prop building Rigging Generic skeleton Rig generic skeleton Tweak rig for playable character Animation Assist in content pipeline development and testing by providing custom animations Walk cycleAnimate Game Lighting Staging Lighting Staging
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2. Schedule, Dan FeatureJanuaryFebruaryMarchApril Game Puzzle designResearch Investigate game architecture Gameplay Inventory System UI Gameplay AI Path finding Line of sight Research Decision system Path finding Line of sight Decision system Audio Sound effects Background music Sound effects Background music Sound effects Background music
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2. Schedule, Nicholas FeatureJanuaryFebruaryMarchApril Engine Lighting Normal Mapping Content Pipeline Animation Research General Architecture Code Rewrites Documentation Animation Package Particle Effects System Specular mapping Parallax mapping (?) Environmental mapping Honors Thesis Lighting Per-pixel implementationFurther development Optimization Portability Particle Effects Basic particle system Fire Dust Etc. Game-specific effects using system Continue Game Foundation More robust collision/physics Specific gameplay mechanics Stairs Continue
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2. Schedule, Analysis Schedule only started to fall apart toward the end of the semester. Got most individual items done! It was only the final integration that fell behind.
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Engine Architecture Scene graph Rendering System Materials & Lighting Animation Input Content Pipeline
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Engine Architecture Materials & Lighting Normal mapping Environmental mapping Light mapping Specular mapping Rim lighting Light objects
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Diffuse MapNormal MapSpecular Map
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Engine Architecture Collision Detection Bounding Volume Hierarchy AABB OBB Sphere Physics Files Integrated with 3D Editors
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Engine Architecture Animation GPU Skinning Play Speed up Slow down Reverse
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Artificial Intelligence Check visibility Rectangle intersections Corner intersections Lion Move If visible, move toward player Newly visible? Roar Fresh in Memory Go towards player Check for collisions If not visible Forgotten? Sleep Slightly remember? Forget a little more Pursue (choose viewpoint) Check for collisions If frozen, move around object
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Art Models Animations Textures Levels Props Character
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No heap allocation per frame Avoiding excessive garbage collection Allocate everything up front Value types Avoiding box/unboxing w/ enums/ints Render queue Reduce state switching Cache states Optimizations
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Cut Features Particle Engine Very complex. Not enough time to implement correctly. Would have meant cutting other features. Inventory System UI The ability is there, but ran out of time!
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Difficulties, General TIME! The biggest problem is we ran out of TIME! Integration All the pieces are there, but we lacked time to fit them together. We ran out of time for integration.
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Difficulties, General Man/womanpower Could have gotten a lot done if we had a small team dedicated to each development area.
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Difficulties, Gameplay AI algorithms were based on a 2D algorithm. Translation to 3D proved challenging.
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Difficulties, Art Lack of suitable textures Each texture needs a diffuse, normal and specular map. Could only find a handful of suitable textures. Painting by hand is too time-consuming. Resulted in lots of tiling, which makes the art looks overdone and bland. Inexperience Apparently this art stuff is kind of difficult.
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Video Demonstration And now, the moment you’ve all been waiting for… Video Video
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So how did we do? Basically, all the pieces are there, we couldn’t put them all together in time.
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So how did we do? We did, however, accomplish a LOT!
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So how did we do? The engine is at the stage where anyone could pick up our code and build a game right now.
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So how did we do? The engine is at the stage where anyone could pick up our code and build a game right now.
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So how did we do? The game itself is not very playable, but there’s something there you can interact with.
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So how did we do? As a group, we consider the underlying code and art a success, but the lack of final integration our only weak point. Overall, we are satisfied.
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The End
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