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Project Goals

Dietrich Geisler edited this page Sep 19, 2019 · 1 revision

Introduction

This document describes the current goals and ideas for this semester-long project. They are arranged from short to long term. These goals may change slightly as the semester progresses, but the core ideas should remain the same.

Initial Setup (Deadline of Mid-October)

  • Boilerplate

    • Render multiple objects
    • Movable Camera
    • A 'developer mode' to manipulate world variables real-time might be nice
    • Textures (optional)
  • Lighting

    • Simple dynamic lighting model (such as Phong)
  • Physics

    • Basic kinematic physics (simple (spherical?) collisions)

Game Ideas

Add new ideas if you think of them! We should have a direction selected by the time the basic game infrastructure is in place.

  • Sandbox / Open World game

    • World that you can move around in
    • Shadow work
  • Music Visualizer

    • Incorporate Sound
  • Weird Geometry

    • Strange geometric settings
    • 4-dimensional
    • Non-Euclidean
  • Water Physics model

    • Material physics

Final Game Project Features

Required features are marked with a ⚠️ symbol. All other features are 'optional', although each non-boilerplate section should implement at least one optional feature of your choice.

  • Underlying Goal

    • ⚠️ Interactive real-time animation or game
    • ⚠️ Models with textures (can be low quality)
  • Boilerplate

    • ⚠️ Model loading with textures
    • ⚠️ Camera setup and display
    • ⚠️ Event / time controls
    • 'Developer mode' to manipulate variables on the fly
  • Lighting

    • ⚠️ Multiple lights or atmospheric lighting
    • Non-trivial lighting feature:
      • Fast dynamic shadows
      • Soft shadow baking
      • Refractive or reflective lighting
      • Material texture lighting
  • Physics

    • ⚠️ Simple dynamic OR Material kinematic
    • Simple force model
    • Collisions
  • Animation

    • Model morphing
    • Bone-based animation
  • Sound

    • Directional sounds
    • Simple algorithmic sound generation
    • Space-aware sounds (e.g. muffled by objects)
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