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Goals.txt
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48 lines (43 loc) · 2.27 KB
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Twin-Stick Shooter with a perspective camera pitched to resemble an isometric view
perhaps an orthographic camera, might make the most sense.
Game lasts as long as the player survives in a single survival mode
OR
Game is a series of randomly generated environments perhaps with a win-condition after N-levels.
Graphics Goals:
Stencil Shadows
Stencil Shadows will be acceptable since the camera cannot enter the volume of the shadows
therefore I won't need to use Carmack's reverse.
Blur
when the player picks up powerups or takes damage
Deferred Rendering
so that the level can be nicely detailed with
emissive materials and normal/bump mapped textures.
Billboard
for sprites--item pick ups, scenery, bloody decals.
Sky Box
I don't know if this was covered in Computer Graphics I, but I will need
a good looking horizon.
Collision Detection
If I can do this for credit toward a milestone, I will. But I think I'd rather
integrate Bullet(see below).
Stretch Goals:
GPU Particles
This would make the game much more visually appealing. If I don't have these then
projectiles might be very costly if they are a bunch of meshes flying all over the place.
Skeletal Animations
I would like to have at least the main player character animated with skeletal animations
on an extremely simple skeleton.
Mesh deformation targets
Some basic enemies could potentially be animated by morph deformation targets.
Bullet Physics integration
Instead of basic collision detection, I would like to integrate bullet physics so the
game can have some cool dynamic physics.
Diamond-Square Driven Environment Mapping
It's a toss-up right now if this will be a static room or a random environment. If I'm able,
I would like to use the Diamond-Square algorithm to make some random terrains.
CURRENTLY:
*A hack-job "forked" from "geo2" example provided on the notes. I have modified the vertex shader to allow me
to pass in a transformation mat4 to translate objects on the screen. I also removed the cloning
functionality out of the geoshader.
*Player's velocity and shots are calculated poorly, resulting in the camera becoming uncentered
*More top down than isometric. I need a horizon line to figure out how to place the camera.