Group Reports

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Week 2. Tuesday, April 16th

Graphics

  • Glow maps
  • Render to texture
  • Added mini map to HUD
  • Moving point lights
  • Height map

Networking

  • Real server completed
  • Supports multiple clients
  • Need to fix networking issues on all systems
  • Need to handle disconnected clients and blocking function calls

Game Logic

  • Spawn projectiles and mines
  • Destroy objects
  • Need to fix memory leaks

Art

  • Concept art

Morale

AWESOME POSSUM.

Week 3. Tuesday, April 23rd

Graphics

  • Specular maps, spotlights, lighting manager.
  • Atmospheric fog.
  • XZ spacial partitioning
  • Multithreaded rendering and asset loading.
  • Particle systems, but logic runs primarily on CPU.

Networking

  • Small fixes, but there are problems that pop up.

Game Logic

  • Front/back weapon of vehicle.
  • Spawn weapons for pick up.
  • Pick up and swap between weapons.
  • Damage other players.

Audio

  • Simple sound effects with DirectSound

Art

  • TBD

Morale

AWESOME CORGI.

Week 4. Tuesday, April 30th

Graphics

  • Rain and fire particle systems.
  • Height maps with blended textures.

Networking

  • Solved some networking problems. Other problems still exist though.

Game Logic

  • Preliminary client-side prediction of object movements.
  • Refactoreded code to shift movement and weapon logic.

Audio

  • Optimized parts of audio engine.

Art

  • Simple animations.
  • 3D cat and vehicle models.

MISC

  • Fixed many memory leaks with VLD.
  • Load objects in the world from a file.

Morale

AWESOME CAT.

Week 5. Tuesday, May 7th

Graphics

  • Particle systems manager.
  • Particle systems for thrusters, smoke, alien fire, missiles.
  • Camera stays above ground.
  • Frustum culling on height map.
  • Rendering non-axis aligned bounding boxes.
  • Proper calculation of binormals and tangents for the height map.

Networking

  • Resolve client-server connection problem.
  • Solved various packet problems.
  • Don't send packets of objects that don't change state.

Game Logic

  • Color types for vehicles and front weapons.
  • Player deaths, kill count, respawning.
  • Game ending logic.
  • Tweaks on collision detection.

Audio

  • Fixed muting problem.
  • More sound effects.
  • Various optimizations.

Art

  • Different colored vehicles.
  • Gatling gun model.

Misc

  • Fixed some heap corruption problems but still a problem.
  • Fixed a deadlock problem.

Morale

AWESOME LLAMA.

Week 6. Tuesday, May 14th

Graphics

  • Animation loading.
  • Particle systems:
  • Significant refactoring of particle systems and particle systems manager.
  • Implemented particle systems for pulse cannon, missiles, gatling gun, vehicle explosion.
  • Particles can die out more naturally after game logic releases particle system.
  • Lighting effects for firing weapons, collisions, explosions.
  • Progress on directional light shadows.

Game Logic

  • Color types for front weapons and power ups.
  • Missiles home on enemies.
  • Rotate vehicle based on terrain normal.
  • Weather controller.
  • Logic for lobby screen (before actual game starts).

Audio

  • More sounds.

Art

  • Pulse cannon model.

Misc

  • Custom smart pointer to help figure out our heap corruption problems.

Morale

AWESOME CHINCHILLA.

Week 7. Tuesday, May 21st

Graphics

  • Directional light shadows.
  • HUD resizes.

Game Logic

  • Player icon.
  • Various fixes.
  • Loading screen.

Audio

  • More sounds.

Art

  • More models.

Misc

  • Installer and uninstaller.

Morale

AWESOME GATOR.

Week 8. Tuesday, May 28th

Graphics

  • HUD
  • Displays stats of all players.
  • Terrain-textured minimap.
  • Particle systems:
  • Muzzle flash for gatling gun.
  • Electric damage for vehicle that takes damage.
  • Tweaks and fixes to already existing particle systems.

Game Logic

  • Weapon Logic
  • Mines align with ground.
  • Auto-aim for gatling gun.
  • Collision Handling
  • Object bank for centralized adding/removing/filtering types.
  • Fixed double collisions.
  • Reduced number of objects to check for collision detection.
  • Character selection screen.
  • Updated physics and vehicle movement behavior.
  • Character model within vehicle during gameplay.
  • Death camera follows your killer.

Morale

AWESOME GIRAFFE.

Week 9. Tuesday, June 4th

Graphics

  • Shadows
  • Spotlight shadows
  • PSSMs
  • Particle systems:
  • Acquire weapon event particles.
  • Shield particles.
  • Holy sparkles.
  • Sprite hover for players to display name.

Game Logic

  • Weapon/Support Item Logic
  • Fire trail weapon.
  • Shield nullifies damage.
  • Pulse projectile homes and stuns enemies.
  • Updated death screen.
  • Cycle through weapons.
  • Added new models into game.
  • Progress on game level design.

Art

  • Character model heads.
  • Weapon icons.

Morale

AWESOME WALLABY.

Week 10. Tuesday, June 11th

Graphics

  • Fixed shadow errors.
  • Improved look and optimized various particle systems.
  • Couple new particle systems.
  • Complete revamp of Game HUDs for character selection and gameplay.

Game Logic

  • Improved homing/auto aim logic with projectile cameras.
  • Missiles specifically have special terrain awareness. <- Erik's secret hack to deflect missile apparently.
  • Change logic for character selection screen to be more intuitive.
  • Fix collision problems, but at price of performance.
  • Testing a lot.
  • Game balancing.
  • Game play tweaking.
  • Redoing a number of game levels....

Audio

  • More sounds.
  • Normalizing sounds.
  • Fix various sound bugs.

Art

  • Icons.
  • Sky box.
  • Health bars.
  • Spartacats logo.
  • Mushroom models and textures.
  • Buttons.
  • Probably more...

Morale

AWESOME KOALA. (Because koalas are the sleepiest animal on the planet.)