Difference between revisions of "Stephanie"

From Spartacats
Jump to: navigation, search
(Week 7)
(Week 8)
Line 141: Line 141:
 
== Week 8 ==
 
== Week 8 ==
 
'''Goals '''
 
'''Goals '''
*
+
*Pass midterms.
 +
*Fix stuff.
 
'''Accomplished'''
 
'''Accomplished'''
*
+
*Created centralized object bank.
 +
:*Manages the adding and removing of objects.
 +
:*Filters objects by types.
 +
*Updated collision handling.
 +
:*Fixed general double collisions.
 +
:*Used object bank to reduce quadratic checks to linear.
 +
*Fixed double collision for missiles resulting from radius damage code.
 +
*Refactored proximity mine's proximity check and fixed mine's server side memory leak.
 
'''Reasons For Failing'''
 
'''Reasons For Failing'''
 
*
 
*

Revision as of 02:24, 22 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.

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 pretty much all 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 efficient particle system implementation.
  • Rain
  • Some other particle system.

Morale

  • Hate and love shaders. Emotionally confused.

Week 4

Goals

  • Finish efficient particle system implementation.
  • Rain
  • Some other particle system.

Accomplished

  • Finished shifting particle logic from CPU to GPU.
  • Particles emitted and destroyed in stream out shaders.
  • Particle states updated and drawn in second pass.
  • Particle system implementations.
  • Generic particle system as framework for all particle systems.
  • Rain. Got it to behave reasonably well while player speeds through hilly terrain.
  • 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 reservation by dynamic requests.
  • Tied in with game logic.
  • Particle system implementations.
  • Alien fire. Based on old fire.
  • Smoke. Adjusts based on player HP.
  • Vehicle thrusters. Adjusts based on acceleration and turn direction.
  • Preliminary projectile particle system. Not quite sure which projectile to use for yet.
  • Color type logic for players and front weapon projectiles.
  • Fix some network packets for weapons.

Reasons For Failing

  • None!

Next Week Goals

  • Particle systems for all projectiles.
  • Explosions.
  • Lasers.
  • Refactor.

Morale

  • HAPPY!

Week 6

Goals

  • Particle systems for all projectiles.
  • Explosions.
  • Lasers.
  • Collision particle systems.

Accomplished

  • Significant refactoring and optimizations for particle system manager and particle systems.
  • Support particle rendering independent of game logic.
  • Allows post-release rendering so particles can naturally fade away after game logic releases a particle system (rather than have particles suddenly stop rendering).
  • Allows short-lived particle systems like explosions to not require game logic to release.
  • Particle system implementations.
  • Pulse cannon projectile.
  • Missile projectile.
  • Bullet projectile.
  • Vehicle explosion.
  • Color type logic for front weapons and power ups.
  • Homing missile logic to follow nearby players.
  • Weather controller.
  • Decouples weather from player object. Fixes problem where it rains more with each player.
  • Weather can change intensity as it transitions in/out.

Reasons For Failing

  • Wanted a break from graphics so worked on game logic.

Next Week Goals

  • Any other particle systems we may want.
  • Fix various bugs.

Morale

  • Dreading next couple weeks considering how behind I am in my other classes... ¯\(°_o)/¯

Week 7

Goals

  • Any other particle systems we may want.
  • Fix various bugs.

Accomplished

  • Partially fixed thruster rotation based on vehicle rotation... not quite there yet.
  • Fixed packet logic for initializing game play objects after leaving lobby. The problem inconsistently caused crashes depending on how fast the client connected to the server.
  • Fixed some garbage values being passed around in front weapon packets.
  • Fixed missing weather packet.
  • Fixed a couple minor bugs... Broken code that is pushed makes me :(

Reasons For Failing

  • Pushed other classes off for far too long.

Next Week Goals

  • Pass midterms.
  • Fix stuff.

Morale

  • Midterms fuuuuuuuuuuu.

Week 8

Goals

  • Pass midterms.
  • Fix stuff.

Accomplished

  • Created centralized object bank.
  • Manages the adding and removing of objects.
  • Filters objects by types.
  • Updated collision handling.
  • Fixed general double collisions.
  • Used object bank to reduce quadratic checks to linear.
  • Fixed double collision for missiles resulting from radius damage code.
  • Refactored proximity mine's proximity check and fixed mine's server side memory leak.

Reasons For Failing

Next Week Goals

Morale

Week 9

Goals

Accomplished

Reasons For Failing

Next Week Goals

Morale

Week 10

Goals

Accomplished

Reasons For Failing

Next Week Goals

Morale