Difference between revisions of "Erik"

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(Week 1)
(Week 2)
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== Week 2 ==
 
== Week 2 ==
*Goals
+
'''Goals'''
:*Point lights.
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*Point lights.
:*Multi-threaded rendering.
+
*Multi-threaded rendering.
:*Glow maps.
+
*Glow maps.
:*Specular maps.
+
*Specular maps.
  
*Accomplished
+
'''Accomplished'''
:*Multiple moving point lights.
+
*Multiple moving point lights.
:*Glow effect with Stephanie.
+
*Glow effect with Stephanie.
:*Height map generated based on terrain objects.
+
*Height map generated based on terrain objects.
:*Mouse buttons for input.
+
*Mouse buttons for input.
:*Calculation of normal vectors during model loading, if they are missing from the model.
+
*Calculation of normal vectors during model loading, if they are missing from the model.
:*Normalized model sizes, and centered them during model loading.
+
*Normalized model sizes, and centered them during model loading.
  
*Failed
+
'''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.
+
*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.
+
*Didn't get around to implementing specular maps.
  
*Next weeks goals
+
'''Next weeks goals'''
:*Shadows from directional lights.
+
*Shadows from directional lights.
:*Shadows from point lights.
+
*Shadows from point lights.
:*Multi-core rendering.
+
*Multi-core rendering.
:*Specular maps.
+
*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).
+
*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.
+
*Prevent the camera's view of the player from being obscured by other objects.
  
*Morale
+
'''Morale'''
:*Not feeling very creative right now, so I'll quote you, Geoff, "HEY, THIS IS GOING TO BE GREAT".
+
*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

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