Difference between revisions of "CSE167FinalProjectF12"

From Immersive Visualization Lab Wiki
Jump to: navigation, search
Line 1: Line 1:
{| border="1" cellspacing="0"
+
==[http://amellkristina.wix.com/cse167-final-project Animal Maze] (Amell Alghamdi, Kristina Pinkerton)==
|- valign="top"
+
| [[Image:2012-p4.png|thumb]]
+
|
+
  
==[http://amellkristina.wix.com/cse167-final-project Animal Maze] (Amell Alghamdi, Kristina Pinkerton)==
+
[[Image:2012-p4.png|thumb]]
  
 
===Theme and Story===
 
===Theme and Story===
Line 57: Line 54:
 
| ESC  
 
| ESC  
 
| exit game
 
| exit game
|}
 
 
 
|}
 
|}

Revision as of 13:41, 13 December 2012

Contents

Animal Maze (Amell Alghamdi, Kristina Pinkerton)

2012-p4.png

Theme and Story

Welcome to the Animal Maze! The baby animals want to play hide and seek with you today. They will all be randomly hidden inside the brick maze, hiding behind various trees. Use the mouse and keys to look and walk all around, they could be hidden anywhere. You better find them all before the time runs out or you will lose and the animals will be very sad and give you no confetti!

List of Technical Features in our Game

  1. Shadow Mapping: We implemented Shadow Mapping with two passes. The first pass renders the scene from the light’s point of view and copies it into a texture image. Then in the second pass we render from the camera’s point of view and send the texture matrix, texture coordinates, and texture image of the shadow plus other uniforms necessary for lighting, textures, etc. to render the actual scene.
  2. Particle System: We implemented a particle system that gave each particle a random bright colors and a slow velocity to resemble confetti falling when the player wins or findings an animal.
  3. L-System (plant): The trees in our scene are recursively generated using the L-System technique and randomly positioned throughout the maze.
  4. Procedural Terrain (maze): Our maze specifications are generated using a depth-first search to randomly break down the walls. We then use this data to build up the blocks of the maze in the scene.
  5. Collision Detection (walls-only): We used a simple collision detection algorithm to only compare against the walls of the maze, that consisted of checking the players desired location, converting it to the square in the maze and checking it against the blocked walls of that square.

An overview of our Creative Efforts

  • Creating original 3D animals and a girl avatar object with Blender. We have a little bunny rabbit, a crocodile, an elephant, a mouse, and pink pony. We built that girl in separate pieces so that she could be animated while she walks. Her feet and arms will move back and forth!
  • The game is set during a starry night within a brick maze. When you move around the scene the stars in the sky appear to be moving and sparkling setting a beautiful scene.
  • Adding important game mechanics such as a timer and a win condition. If you don’t find all five animals within the time limit you will lose and not get to see the grand finale!
  • We implemented randomness for the animal locations, and collision detection with the walls to make the game more difficult and realistic. With these to features our game is different every play and keeps the player from cheating!

These are the for the game:


Keyboard Controls

W Move forward
D Move right
A Move left
S Move backward
Q Turn left
E Turn right
O Toggle shadow mapping
T Toggle view point
ESC exit game