Difference between revisions of "CISC440 F2019 HW5"

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(Description)
(Description)
 
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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.  Your game can still be turn-based: one student had a very nice chess implementation in which the pieces "flew" to their next square
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* Objects must move smoothly, camera views (if they change) must change smoothly.  Your game can still be turn-based: a recent student had a very nice chess implementation in which the pieces "flew" to their next square
 
* At least one texture-mapped element
 
* At least one texture-mapped element
 
* At least one 3-D element which is "lit" with diffuse and/or specular lighting
 
* At least one 3-D element which is "lit" with diffuse and/or specular lighting

Latest revision as of 11:39, 12 November 2019

CISC 440/640 -- Computer Graphics
Homework #4
Due: Thursday, December 5

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. Your game can still be turn-based: a recent student had a very nice chess implementation in which the pieces "flew" to their next square
  • At least one texture-mapped element
  • At least one 3-D element which is "lit" with diffuse and/or specular lighting

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 through HW #4 as a starting point, as well as any code from the OpenGL tutorials.

4 out of the 12 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.

  • Incorporate more features of Bullet physics (i.e., something beyond gravity and/or collision with a plane)
  • 3-D or 4-D value/Perlin noise (this does not count as the texture-mapped element above)
  • Environment/reflection mapping
  • 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)
  • "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 due date (details to follow).