Difference between revisions of "Erik"
From Spartacats
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*Calculation/Rendering of bounding boxes and spheres based on our loaded models. | *Calculation/Rendering of bounding boxes and spheres based on our loaded models. | ||
*Rendering and loading of textures. | *Rendering and loading of textures. | ||
− | *Bump mapping with Stephanie. | + | *Bump mapping with [[Stephanie]]. |
*Class for reading XML settings. | *Class for reading XML settings. | ||
*Keyboard input, and camera movement with the mouse. | *Keyboard input, and camera movement with the mouse. | ||
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'''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. |
Revision as of 06:39, 16 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