Difference between revisions of "Stephanie"

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(Week 5)
(Week 5)
Line 70: Line 70:
 
*Smoke particle system. Adjusts based on player HP.
 
*Smoke particle system. Adjusts based on player HP.
 
*Thruster trail particle system. Adjusts based on acceleration and turn direction.
 
*Thruster trail particle system. Adjusts based on acceleration and turn direction.
*Pulse cannon projectile particle system.
+
*Missile projectile particle system.
 
*Color type logic for players and front weapons.
 
*Color type logic for players and front weapons.
*Fix network packets for weapons.
+
*Fix some network packets for weapons.
 
'''Reasons For Failing'''
 
'''Reasons For Failing'''
 
*None!
 
*None!
 
'''Next Week Goals'''
 
'''Next Week Goals'''
 
*Particle systems for all projectiles.
 
*Particle systems for all projectiles.
*Explosion particle system.
+
*Explosion particle systems.
 +
*Refactor particle systems manager.
 
'''Morale'''
 
'''Morale'''
 
*HAPPY!
 
*HAPPY!

Revision as of 21:24, 6 May 2013

Week 1

Goals

  • Get acquainted with D3D11.

Accomplished

  • Shaders for directional light.
  • Bump mapping with Erik.

Week 2

Goals

  • Refactor shader code.
  • Find cool graphical effects to implement.
  • Start particle systems.

Accomplished

  • Refactored shader code and added a shaders manager.
  • Glow effect with Erik.
  • Rendered textures required for shadows and for any other effects we may want.
  • Debug various graphics stuff with Erik.
  • Found an artist for our team. \o/

Reasons For Failing

  • Pushed off particle systems since we were excited about shadows, but we are now excited about particle systems again.
  • Debugging window for rendered texture isn't showing up.

Next Week Goals

  • Directional light shadows.
  • At least one working particle system. Ideally more.

Morale

  • Good progress!

Week 3

Goals

  • Directional light shadows.
  • At least one working particle system.

Accomplished

  • Atmospheric fog with Erik.
  • Sparkles! But most of the logic runs on CPU.
  • Shifting particle system logic to GPU by using geometry shaders and stream out, but still debugging.

Reasons For Failing

  • Decided to prioritize efficient particle systems over shadows because we want to have lots of awesome particle systems.
  • There was a very subtle bug for the sparkles particle system that took way too long to find.
  • Midterms next week so I took a break to catch up in my other classes.

Next Week Goals

  • Finish debugging shaders for efficient particle systems.
  • Rain and smoke particle systems.

Morale

  • Hate and love shaders. Emotionally confused.

Week 4

Goals

  • Finish rain.
  • Some other particle system.

Accomplished

  • Rain! Got it to behave reasonably well while player speeds through hilly terrain.
  • Generic particle system as framework for all particle systems.
  • Fire! Still needs to be tweaked and perhaps find a better texture.

Reasons For Failing

  • None, didn't set high goals due to expected midterms.

Next Week Goals

  • Particle system manager.
  • Logic for dynamic entities (missiles, players, etc) to communicate with particle systems.
  • More particle systems!

Morale

  • Sanity regained.

Week 5

Goals

  • Particle system manager.
  • Logic for dynamic entities (missiles, players, etc) to communicate with particle systems.
  • More particle systems!

Accomplished

  • Particle system manager. Buffers particle systems for dynamic requests and communicates with game logic.
  • Smoke particle system. Adjusts based on player HP.
  • Thruster trail particle system. Adjusts based on acceleration and turn direction.
  • Missile projectile particle system.
  • Color type logic for players and front weapons.
  • Fix some network packets for weapons.

Reasons For Failing

  • None!

Next Week Goals

  • Particle systems for all projectiles.
  • Explosion particle systems.
  • Refactor particle systems manager.

Morale

  • HAPPY!

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Week 7

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Week 8

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Week 9

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Week 10

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