Difference between revisions of "Erik"
From Spartacats
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(→Week 2) |
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== Week 2 == | == 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 == | == Week 3 == |
Revision as of 14:45, 15 April 2013
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
TBD
Week 4
TBD
Week 5
TBD
Week 6
TBD
Week 7
TBD
Week 8
TBD
Week 9
TBD
Week 10
TBD