Erik
From Spartacats
Contents
Week 1
Goals
- Get a basic 3d engine working.
Accomplished
- Basic world, with a moving third and first person camera.
- A skymap, using cube mapping.
- Calculation/Rendering of bounding boxes and spheres based on our loaded models.
- Rendering and loading of textures.
- Bump mapping with Stephanie.
- Class for reading XML settings.
- Keyboard input, and camera movement with the mouse.
Week 2
Goals
- Point lights.
- Multi-threaded rendering.
- Glow maps.
- Specular maps.
Accomplished
- Multiple moving point lights.
- Glow effect with Stephanie.
- Height map generated based on terrain objects.
- Mouse buttons for input.
- Calculation of normal vectors during model loading, if they are missing from the model.
- Normalized model sizes, and centered them during model loading.
Failed
- Had problems rendering more than 1 frame on multiple cores, and moved on to other things. Will take another stab at it at some point.
- Didn't get around to implementing specular maps.
Next weeks goals
- Shadows from directional lights.
- Shadows from point lights.
- Multi-core rendering.
- Specular maps.
- Write a framework for handing out the lights to the game logic (hiding the fact that there is only a finite number of lights available).
- Prevent the camera's view of the player from being obscured by other objects.
Morale
- Not feeling very creative right now, so I'll quote you, Geoff, "HEY, THIS IS GOING TO BE GREAT".
Week 3
Goals
- Shadows from directional lights.
- Shadows from point lights.
- Multi-core rendering.
- Specular maps.
- Write a framework for handing out the lights to the game logic (hiding the fact that there is only a finite number of lights available).
- Prevent the camera's view of the player from being obscured by other objects.
- Expand the heightmap to also include "heights" in the x and z directions.
Accomplished
- Specular maps.
- Lighting manager.
- Spotlights.
- Atmospheric fog with Stephanie.
- XZ spacial partitioning and collisions with static objects. (scrapped the x/z heightmap in favor of this due to the memory to accuracy ratio of the heightmap method).
- Multithreaded rendering and asset loading.
Failed
- Shadows
- Preventing the camera's view of the player from being obscured
- Didn't get around to trying either of the above due to the number of hours per week problem.
Next weeks goals
- Shadows, of all kinds
- The camera thing (mentioned twice above)
- Volumetric lighting (if time allows, probably not)
Morale
- C++11 is great! :D
Week 4
Goals
- Hunt down memory leaks.
- Shadows from directional lights.
- Shadows from point lights.
- Shadows from spotlights.
- Prevent the camera's view of the player from being obscured by other objects.
- Volumetric lighting.
Accomplished
- Added VLD to our project (really neat tool btw). Fixed all memory leaks we detected while simply running/closing our game (we still aren't releasing all our D3D/D2D/WIC/DSound resources properly).
- Fixed some uninitialized variables which would cause crashes when running without the debugger attached.
- Fixed issue where the client would completely freeze it it was unable to process all update-packets from the server before the server sent the next batch of update-packets.
- Implemented some preliminary client-side prediction of object movements.
Failed
- Everything aside from the memory leak stuff. Didn't get around to looking at any of it, since other things were higher on my priority list.
Next weeks goals
- Shadows
- Proper calculation of binormals and tangents for the height map.
Morale
- Was feeling a little tired this week, but things are going good :)
Week 5
Goals
- Fix networking issues
- Shadows
- Proper calculation of binormals and tangents for the height map.
- Fix the deadlock in the ThreadCollection's barrier code.
- Frustum culling of the heightmap.
- Fix the (single) double free that seems to occur on shutdown.
Accomplished
- Fixed the crash when connecting to a server which has already had another player on it.
- Frustum culling of the heightmap.
- Fixed the deadlock in the ThreadCollection class (hopefully...).
- Fixed the (single) double free that seemed to occur on shutdown.
- Fixed the invalid packetType crash, which occurred when we received partial packets.
- Wrote a class to allow rendering the scene depth from the perspective of a light (initial work for shadows).
Failed
TBD
Next weeks goals
TBD
Morale
TBD
Week 6
TBD
Week 7
TBD
Week 8
TBD
Week 9
TBD
Week 10
TBD