Difference between revisions of "Stephanie"

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(Week 7)
(Week 7)
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*Fix various bugs.
 
*Fix various bugs.
 
'''Accomplished'''
 
'''Accomplished'''
* Partially fixed thruster rotation based on vehicle rotation.
+
*Partially fixed thruster rotation based on vehicle rotation.
* Fixed packet logic for initializing game play objects after leaving lobby. The problem was sometimes causing crashes depending on how fast the client connected to the server.
+
*Fixed packet logic for initializing game play objects after leaving lobby. The problem inconsistently caused crashes depending on how fast the client connected to the server.
 
'''Reasons For Failing'''
 
'''Reasons For Failing'''
*
+
*Pushed statistics off for far too long.
 
'''Next Week Goals'''
 
'''Next Week Goals'''
*
+
*Survive.
 
'''Morale'''
 
'''Morale'''
 
*Midterms next week fuuuuuuu.
 
*Midterms next week fuuuuuuu.

Revision as of 21:23, 15 May 2013

Week 1

Goals

  • Get acquainted with D3D11.

Accomplished

  • Shaders for directional light.
  • Bump mapping with Erik.

Week 2

Goals

  • Refactor shader code.
  • Find cool graphical effects to implement.
  • Start particle systems.

Accomplished

  • Refactored shader code and added a shaders manager.
  • Glow effect with Erik.
  • Rendered textures required for shadows and for any other effects we may want.
  • Debug various graphics stuff with Erik.
  • Found an artist for our team. \o/

Reasons For Failing

  • Pushed off particle systems since we were excited about shadows, but we are now excited about particle systems again.

Next Week Goals

  • Directional light shadows.
  • At least one working particle system. Ideally more.

Morale

  • Good progress!

Week 3

Goals

  • Directional light shadows.
  • At least one working particle system.

Accomplished

  • Atmospheric fog with Erik.
  • Sparkles! But pretty much all logic runs on CPU.
  • Shifting particle system logic to GPU by using geometry shaders and stream out, but still debugging.

Reasons For Failing

  • Decided to prioritize efficient particle systems over shadows because we want to have lots of awesome particle systems.
  • There was a very subtle bug for the sparkles particle system that took way too long to find.
  • Midterms next week so I took a break to catch up in my other classes.

Next Week Goals

  • Finish efficient particle system implementation.
  • Rain
  • Some other particle system.

Morale

  • Hate and love shaders. Emotionally confused.

Week 4

Goals

  • Finish efficient particle system implementation.
  • Rain
  • Some other particle system.

Accomplished

  • Finished shifting particle logic from CPU to GPU.
  • Particles emitted and destroyed in stream out shaders.
  • Particle states updated and drawn in second pass.
  • Particle system implementations.
  • Generic particle system as framework for all particle systems.
  • Rain. Got it to behave reasonably well while player speeds through hilly terrain.
  • Fire. Still needs to be tweaked and perhaps find a better texture.

Reasons For Failing

  • None, didn't set high goals due to expected midterms.

Next Week Goals

  • Particle system manager.
  • Logic for dynamic entities (missiles, players, etc) to communicate with particle systems.
  • More particle systems!

Morale

  • Sanity regained.

Week 5

Goals

  • Particle system manager.
  • Logic for dynamic entities (missiles, players, etc) to communicate with particle systems.
  • More particle systems!

Accomplished

  • Particle system manager.
  • Buffers particle systems for reservation by dynamic requests.
  • Tied in with game logic.
  • Particle system implementations.
  • Alien fire. Based on old fire.
  • Smoke. Adjusts based on player HP.
  • Vehicle thrusters. Adjusts based on acceleration and turn direction.
  • Preliminary projectile particle system. Not quite sure which projectile to use for yet.
  • Color type logic for players and front weapon projectiles.
  • Fix some network packets for weapons.

Reasons For Failing

  • None!

Next Week Goals

  • Particle systems for all projectiles.
  • Explosions.
  • Lasers.
  • Refactor.

Morale

  • HAPPY!

Week 6

Goals

  • Particle systems for all projectiles.
  • Explosions.
  • Lasers.
  • Collision particle systems.

Accomplished

  • Significant refactoring and optimizations for particle system manager and particle systems.
  • Support particle rendering independent of game logic.
  • Allows post-release rendering so particles can naturally fade away after game logic releases a particle system (rather than have particles suddenly stop rendering).
  • Allows short-lived particle systems like explosions to not require game logic to release.
  • Particle system implementations.
  • Pulse cannon projectile.
  • Missile projectile.
  • Bullet projectile.
  • Vehicle explosion.
  • Color type logic for front weapons and power ups.
  • Homing missile logic to follow nearby players.
  • Weather controller.
  • Decouples weather from player object. Fixes problem where it rains more with each player.
  • Weather can change intensity as it transitions in/out.

Reasons For Failing

  • Wanted a break from graphics so worked on game logic.

Next Week Goals

  • Any other particle systems we may want.
  • Fix various bugs.

Morale

  • Dreading next couple weeks considering how behind I am in my other classes... ¯\(°_o)/¯

Week 7

Goals

  • Any other particle systems we may want.
  • Fix various bugs.

Accomplished

  • Partially fixed thruster rotation based on vehicle rotation.
  • Fixed packet logic for initializing game play objects after leaving lobby. The problem inconsistently caused crashes depending on how fast the client connected to the server.

Reasons For Failing

  • Pushed statistics off for far too long.

Next Week Goals

  • Survive.

Morale

  • Midterms next week fuuuuuuu.

Week 8

Goals

Accomplished

Reasons For Failing

Next Week Goals

Morale

Week 9

Goals

Accomplished

Reasons For Failing

Next Week Goals

Morale

Week 10

Goals

Accomplished

Reasons For Failing

Next Week Goals

Morale