Difference between revisions of "CISC440 S2017 HW4"
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* An environment which consists primarily of 3-D objects, rather than 2-D sprites (although these are allowed). The view of the environment should not be purely plan or elevation, but rather something closer to isometric. Your camera may be perspective or orthographic. | * An environment which consists primarily of 3-D objects, rather than 2-D sprites (although these are allowed). The view of the environment should not be purely plan or elevation, but rather something closer to isometric. Your camera may be perspective or orthographic. | ||
* User control through keyboard or mouse input | * User control through keyboard or mouse input | ||
− | * | + | * Objects must move smoothly, camera views (if they change) must change smoothly |
* At least one texture-mapped element | * At least one texture-mapped element | ||
− | |||
Possible game ideas: | Possible game ideas: | ||
− | * A simplified version of a retro game like Space Invaders, Asteroids, Q-bert, or Frogger | + | * A simplified version of a retro game like Space Invaders, Asteroids, Q-bert, or Frogger |
− | * A turn-based "board game" like chess | + | * A simplified version of an already-simple recent mobile game (Crossy Road/Flappy Bird). |
− | * Billiards/pool-like 2-D collision-based game | + | * A turn-based "board game" like chess. The "smooth movement" requirement means that pieces must fly to their new locations -- you can't just click on squares |
+ | * Billiards/pool/air hockey-like 2-D collision-based game | ||
+ | * Your own wacky original idea | ||
You may use any code from HW #1, HW #2, or HW #3 as a starting point, as well as any code from the [http://www.opengl-tutorial.org/ OpenGL tutorials]. | You may use any code from HW #1, HW #2, or HW #3 as a starting point, as well as any code from the [http://www.opengl-tutorial.org/ OpenGL tutorials]. | ||
− | 5 out of the 15 points of your grade will be for creativity/complexity. | + | 5 out of the 15 points of your grade will be for creativity/complexity. Things NOT to spend any time on: |
+ | |||
+ | * Sound | ||
+ | * Opponent AI | ||
+ | * Network play | ||
+ | * Saving high scores or game state | ||
===Additional elements=== | ===Additional elements=== | ||
Line 29: | Line 35: | ||
If you are an undergraduate working alone, you must implement/include ONE of the following features. A graduate student alone or a pair of undergrads must implement TWO. A pair of grad students must complete FOUR. | If you are an undergraduate working alone, you must implement/include ONE of the following features. A graduate student alone or a pair of undergrads must implement TWO. A pair of grad students must complete FOUR. | ||
+ | * Simple physics: collision detection and normal forces (e.g. sphere-sphere or sphere-plane), gravity, etc. | ||
* 3-D or 4-D value/Perlin noise (this does not count as the texture-mapped element above) | * 3-D or 4-D value/Perlin noise (this does not count as the texture-mapped element above) | ||
* Shadow mapping | * Shadow mapping | ||
* Billboards/impostors | * Billboards/impostors | ||
+ | * A scoreboard or other text-based overlay about what is going on (this also does not count as your texture-mapped element) | ||
+ | * Multiple elements which are "lit" with diffuse and/or specular lighting. | ||
+ | * "Complicated" 3-D objects (i.e., NOT [https://en.wikipedia.org/wiki/Platonic_solid platonic solids]) | ||
+ | * If you have another idea, ask me for approval | ||
===Submission=== | ===Submission=== | ||
− | Submit your entire project folder -- associated textures and 3-D model resources should be included. Include a README to explain how you satisfied each of above requirements. | + | Submit your entire project folder -- associated textures and 3-D model resources should be included. Include a README to explain how you satisfied each of above requirements. You will also be asked to schedule an in-person demo session with the instructor after the deadline. |
Latest revision as of 22:16, 2 May 2017
CISC 440/640 -- Computer Graphics
Homework #4
Due: Tuesday, May 16
Description
In this assignment you will write a 3-D game using OpenGL and GLSL. You are free to be creative, within the constraints outlined below. You may work alone or as a pair. Both members of the pair must be enrolled in the same class 440 or 640 -- no "mixed" undergrad/grad pairs
Your game must have the following characteristics:
- An environment which consists primarily of 3-D objects, rather than 2-D sprites (although these are allowed). The view of the environment should not be purely plan or elevation, but rather something closer to isometric. Your camera may be perspective or orthographic.
- User control through keyboard or mouse input
- Objects must move smoothly, camera views (if they change) must change smoothly
- At least one texture-mapped element
Possible game ideas:
- A simplified version of a retro game like Space Invaders, Asteroids, Q-bert, or Frogger
- A simplified version of an already-simple recent mobile game (Crossy Road/Flappy Bird).
- A turn-based "board game" like chess. The "smooth movement" requirement means that pieces must fly to their new locations -- you can't just click on squares
- Billiards/pool/air hockey-like 2-D collision-based game
- Your own wacky original idea
You may use any code from HW #1, HW #2, or HW #3 as a starting point, as well as any code from the OpenGL tutorials.
5 out of the 15 points of your grade will be for creativity/complexity. Things NOT to spend any time on:
- Sound
- Opponent AI
- Network play
- Saving high scores or game state
Additional elements
If you are an undergraduate working alone, you must implement/include ONE of the following features. A graduate student alone or a pair of undergrads must implement TWO. A pair of grad students must complete FOUR.
- Simple physics: collision detection and normal forces (e.g. sphere-sphere or sphere-plane), gravity, etc.
- 3-D or 4-D value/Perlin noise (this does not count as the texture-mapped element above)
- Shadow mapping
- Billboards/impostors
- A scoreboard or other text-based overlay about what is going on (this also does not count as your texture-mapped element)
- Multiple elements which are "lit" with diffuse and/or specular lighting.
- "Complicated" 3-D objects (i.e., NOT platonic solids)
- If you have another idea, ask me for approval
Submission
Submit your entire project folder -- associated textures and 3-D model resources should be included. Include a README to explain how you satisfied each of above requirements. You will also be asked to schedule an in-person demo session with the instructor after the deadline.