Erik

From Spartacats
Revision as of 20:57, 22 April 2013 by Erik (talk | contribs) (Week 3)

Jump to: navigation, search

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 with Stephanie.
  • XZ spacial partitioning and collisions with static objects. (scrapped the x/z heightmap in favor of this due to the memory to accuracy ratio of the heightmap method).
  • Multithreaded rendering and asset loading.

Failed

  • Shadows
  • Preventing the camera's view of the player from being obscured
  • Didn't get around to trying either of the above due to the number of hours per week problem.

Next weeks goals

  • Shadows, of all kinds
  • The camera thing (mentioned twice above)
  • Volumetric lighting (if time allows, probably not)

Morale

  • C++11 is great! :D

Week 4

Goals

  • Shadows from directional lights.
  • Shadows from point lights.
  • Shadows from spotlights.
  • Prevent the camera's view of the player from being obscured by other objects.
  • Volumetric lighting

Accomplished

TBD

Failed

TBD

Next weeks goals

TBD

Morale

TBD

Week 5

TBD

Week 6

TBD

Week 7

TBD

Week 8

TBD

Week 9

TBD

Week 10

TBD