Difference between revisions of "Stephanie"

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(Week 4)
Line 17: Line 17:
 
*Debug various graphics stuff with Erik.
 
*Debug various graphics stuff with Erik.
 
*Found an artist for our team. \o/
 
*Found an artist for our team. \o/
'''Failed'''
+
'''Reasons For Failing'''
 
*Pushed off particle systems since we were excited about shadows, but we are now excited about particle systems again.
 
*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.
 
*Debugging window for rendered texture isn't showing up.
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*Sparkles! But most of the logic runs on CPU.
 
*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.
 
*Shifting particle system logic to GPU by using geometry shaders and stream out, but still debugging.
'''Failed'''
+
'''Reasons For Failing'''
 
*Decided to prioritize efficient particle systems over shadows because we want to have lots of awesome particle systems.
 
*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.
 
*There was a very subtle bug for the sparkles particle system that took way too long to find.
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*Rain! LogicAlso got it to behave reasonable while speeding through hilly terrain.
 
*Rain! LogicAlso got it to behave reasonable while speeding through hilly terrain.
 
*Generic particle system to make future particle systems more easily.
 
*Generic particle system to make future particle systems more easily.
'''Failed'''
+
'''Reasons For Failing'''
 
*A couple midterms got in the way.
 
*A couple midterms got in the way.
 
*Shader bugs kicked me around for a while, but I've come up with my own way to debug so future shader bugs shouldn't be as torturous.
 
*Shader bugs kicked me around for a while, but I've come up with my own way to debug so future shader bugs shouldn't be as torturous.
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'''Accomplished'''
 
'''Accomplished'''
 
*Temp
 
*Temp
'''Failed'''
+
'''Reasons For Failing'''
 
*Temp
 
*Temp
 
'''Next Week Goals'''
 
'''Next Week Goals'''
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'''Accomplished'''
 
'''Accomplished'''
 
*Temp
 
*Temp
'''Failed'''
+
'''Reasons For Failing'''
 
*Temp
 
*Temp
 
'''Next Week Goals'''
 
'''Next Week Goals'''
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'''Accomplished'''
 
'''Accomplished'''
 
*Temp
 
*Temp
'''Failed'''
+
'''Reasons For Failing'''
 
*Temp
 
*Temp
 
'''Next Week Goals'''
 
'''Next Week Goals'''
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'''Accomplished'''
 
'''Accomplished'''
 
*Temp
 
*Temp
'''Failed'''
+
'''Reasons For Failing'''
 
*Temp
 
*Temp
 
'''Next Week Goals'''
 
'''Next Week Goals'''
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'''Accomplished'''
 
'''Accomplished'''
 
*Temp
 
*Temp
'''Failed'''
+
'''Reasons For Failing'''
 
*Temp
 
*Temp
 
'''Next Week Goals'''
 
'''Next Week Goals'''
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'''Accomplished'''
 
'''Accomplished'''
 
*Temp
 
*Temp
'''Failed'''
+
'''Reasons For Failing'''
 
*Temp
 
*Temp
 
'''Next Week Goals'''
 
'''Next Week Goals'''

Revision as of 02:59, 27 April 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

  • I hate and love shaders. Emotionally confuzeds.

Week 4

Goals

  • Rain and some other particle system.

Accomplished

  • Rain! LogicAlso got it to behave reasonable while speeding through hilly terrain.
  • Generic particle system to make future particle systems more easily.

Reasons For Failing

  • A couple midterms got in the way.
  • Shader bugs kicked me around for a while, but I've come up with my own way to debug so future shader bugs shouldn't be as torturous.

Next Week Goals

  • Temp

Morale

  • Glad midterms are out of the way to spend more time on project. Sanity regained after solving shader bugs!

Week 5

Goals

  • Temp

Accomplished

  • Temp

Reasons For Failing

  • Temp

Next Week Goals

  • Temp

Morale

  • Temp

Week 6

Goals

  • Temp

Accomplished

  • Temp

Reasons For Failing

  • Temp

Next Week Goals

  • Temp

Morale

  • Temp

Week 7

Goals

  • Temp

Accomplished

  • Temp

Reasons For Failing

  • Temp

Next Week Goals

  • Temp

Morale

  • Temp

Week 8

Goals

  • Temp

Accomplished

  • Temp

Reasons For Failing

  • Temp

Next Week Goals

  • Temp

Morale

  • Temp

Week 9

Goals

  • Temp

Accomplished

  • Temp

Reasons For Failing

  • Temp

Next Week Goals

  • Temp

Morale

  • Temp

Week 10

Goals

  • Temp

Accomplished

  • Temp

Reasons For Failing

  • Temp

Next Week Goals

  • Temp

Morale

  • Temp