Difference between revisions of "Stephanie"
From Spartacats
(→Week 5) |
(→Week 5) |
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*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. | ||
− | * | + | *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 | + | *Explosion particle systems. |
+ | *Refactor particle systems manager. | ||
'''Morale''' | '''Morale''' | ||
*HAPPY! | *HAPPY! |
Revision as of 21:24, 6 May 2013
Contents
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!
Week 6
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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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