Difference between revisions of "CISC440 S2017 HW4"

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(Additional elements)
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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
* Multiple elements which are "lit" with diffuse and/or specular lighting
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* Objects must move smoothly, camera views (if they change) must change smoothly
 
* At least one texture-mapped element
 
* At least one texture-mapped element
* A scoreboard or other text-based overlay about what is going on
 
  
 
Possible game ideas:
 
Possible game ideas:
  
* A simplified version of a retro game like Space Invaders, Asteroids, Q-bert, or Frogger or a simple recent mobile game (Crossy Road/Flappy Bird).
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* 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].
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* Opponent AI
 
* Opponent AI
 
* Network play
 
* Network play
 +
* Saving high scores or game state
  
 
===Additional elements===
 
===Additional elements===
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* 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 23:16, 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.