Difference between revisions of "Erik"

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(Week 8)
(Week 8)
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* Rendering a top-down view of the world to the minimap.
 
* Rendering a top-down view of the world to the minimap.
 
* Added a death camera, chasing the player that killed you.
 
* Added a death camera, chasing the player that killed you.
 +
* Added auto-aiming to the Gatling gun.
  
 
'''Failed'''
 
'''Failed'''

Revision as of 14:09, 26 May 2013

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

  • Hunt down memory leaks.
  • 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

  • Added VLD to our project (really neat tool btw). Fixed all memory leaks we detected while simply running/closing our game (we still aren't releasing all our D3D/D2D/WIC/DSound resources properly).
  • Fixed some uninitialized variables which would cause crashes when running without the debugger attached.
  • Fixed issue where the client would completely freeze it it was unable to process all update-packets from the server before the server sent the next batch of update-packets.
  • Implemented some preliminary client-side prediction of object movements.

Failed

  • Everything aside from the memory leak stuff. Didn't get around to looking at any of it, since other things were higher on my priority list.

Next weeks goals

  • Shadows
  • Proper calculation of binormals and tangents for the height map.

Morale

  • Was feeling a little tired this week, but things are going good :)

Week 5

Goals

  • Fix networking issues
  • Shadows
  • Proper calculation of binormals and tangents for the height map.
  • Fix the deadlock in the ThreadCollection's barrier code.
  • Frustum culling of the heightmap.
  • Fix the (single) double free that seems to occur on shutdown.

Accomplished

  • Fixed the crash when connecting to a server which has already had another player on it.
  • Frustum culling of the heightmap.
  • Rendering of non-axis-aligned bounding boxes, and terrain culling-boxes.
  • Fixed the deadlock in the ThreadCollection class (hopefully...).
  • Fixed the (single) double free that seemed to occur on shutdown.
  • Fixed the invalid packetType crash, which occurred when we received partial packets.
  • Wrote a class to allow rendering the scene depth from the perspective of a light (initial work for shadows).
  • Objects which haven't changed during a server frame will no longer generate update packets at the end of that frame.
  • Improved connection-failure handling.
  • The server will no longer send new update packets to a client, until the client has processed the last wave of updates.
  • Fixed issue where updating a sound that had never been played took a lot of time (caused the client to grind to a half with mute on), also releasing sound buffers when the sound is destroyed (unrelated).
  • The server will no longer send a new wave of update packets to a client before that client has finished processing all the update packets already sent to it.
  • The camera will no longer move into the ground.
  • Proper calculation of binormals and tangents for the height map.
  • Applied all our texture maps to the terrain textures.

Failed

  • Didn't quite get shadows working, but I started on it :)
  • Apparently the rendering deadlock still happens on occasion :/

Next weeks goals

  • Fix that pesky deadlock in the threadcollection's barrier.
  • Shadows
  • Muzzle flashes, and general lighting effects.
  • Stuff

Morale

  •  :)

Week 6

Goals

  • Fix that pesky deadlock in the threadcollection's barrier.
  • Shadows
  • Muzzle flashes, and general lighting effects.

Accomplished

  • 3rd iteration of "fixed the deadlock"
  • Lighting effect when firing weapons, and framework for adding more lighting effects.
  • Rotation of the player according to the terrain.
  • Java style Pointer class, for managing our objects.
  • Size and position normalization of animated models.
  • Level flag to place objects ontop of the ground, for easier level design.

Failed

  • It's late at night.
  • Spent a lot of time looking into a (significant) D2D performance issue, without finding any solution :/ (Luckily, the issue does not seem to occur in release builds)

Next weeks goals

  • More shadow stuff (I really do mean it this time xD)
  • Look into what can be done about the time it takes to compute bone transforms.
  • Stuff

Morale

  • (:

Week 7

Goals

  • More shadow stuff (I really do mean it this time xD)
  • Look into what can be done about the time it takes to compute bone transforms.
  • Stuff

Accomplished

  • The backbuffer and HUD will now resize properly when you change the size of the window (e.g. when toggling fullscreen).
  • Using our concept art as a loading screen.
  • Made a proper installer for our game :)
  • Shadows from directional lights.

Failed

  • Nothing

Next weeks goals

  • Performance and stability
  • Gameplay
  • UI
  • In the long run, I want to try to implement a geometry buffer and parallel split shadow maps, but I think we need gameplay more than that right now. I wish we had more time xD.

Morale

  • Shadows are pretty :)

Week 8

Goals

  • Performance and stability
  • Gameplay
  • UI
  • PSSMs

Accomplished

  • Mines now stick to, and align with, the ground.
  • Explosions for missiles and mines.
  • Car-like turning.
  • Better movement physics, gravity actually pushes you down hills now.
  • Put a little character-head in the vehicle.
  • Redid the player tiles a little (and added a health bar).
  • Rendering a top-down view of the world to the minimap.
  • Added a death camera, chasing the player that killed you.
  • Added auto-aiming to the Gatling gun.

Failed

TBD

Next weeks goals

TBD

Morale

TBD

Week 9

TBD

Week 10

TBD