Difference between revisions of "Erik"

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(Week 3)
(Week 3)
Line 56: Line 56:
 
*Spotlights.
 
*Spotlights.
 
*Atmospheric fog.
 
*Atmospheric fog.
 +
*XZ spacial partitioning (scrapped the x/z heightmap in favor of this due to the memory to accuracy ratio of the heightmap method).
  
 
'''Failed'''
 
'''Failed'''

Revision as of 14:43, 19 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

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.
  • XZ spacial partitioning (scrapped the x/z heightmap in favor of this due to the memory to accuracy ratio of the heightmap method).

Failed

  • TBD

Next weeks goals

  • TBD

Morale

  • TBD

Week 4

TBD

Week 5

TBD

Week 6

TBD

Week 7

TBD

Week 8

TBD

Week 9

TBD

Week 10

TBD