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H YPE M INIGOLF Natale Letizia IT-University of Copenhagen Engine Programming.

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HYPE MINIGOLF Natale Letizia IT-University of Copenhagen Engine Programming
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  • Slide 1

Slide 2 H YPE M INIGOLF Natale Letizia IT-University of Copenhagen Engine Programming Slide 3 O UTLINE Latest improvements Original release overview Core engine description Screencasts Conclusions Slide 4 L AST Need for a better graphics rendering issues Impossible to perceive depth on nonplanar surfaces need to define a different illumination setting Gravity and slopes physics A ball with zero velocity on an inclined plane should roll down due to gravity A power bar - GUI enhancements Players need feedback for shooting Slide 5 O VERVIEW OF THE ENGINE Core components Rendering Mathematics Physics Sound DataBase Graphical User Interface Slide 6 R ENDERING ISSUES Old renderingNew Slide 7 R ENDERING Improvements A different illumination setting Ambient, diffuse and specular light set Define a better shading model of the objects Basics of the original Camera and parameters setting (POV, translation, rotation) Slide 8 M ATHEMATICS Algebra, matrices and vectors operations A vector structure is used such as to represent both vertices and vectors (norms, directions, forces, etc) Basic operations supported, main: Extract magnitude of a vector, or give me the square of it Normalize a vector Dot product Cross product Scaling (or vector per scalar product) Translation (or vectors sum) Difference between vectors Slide 9 P HYSICS Old physicsNew Slide 10 P HYSICS Improvements Gravity parallel force Basics of the original A simulation loop, which comprises the following Parts and features: Euler integrator Collision detection/response Contact types Slide 11 M ORE ON PHYSICS Euler integrator Basics step: New velocity (target) = previous velocity+(current force*(deltaT/mass)) New position = previous position + (current speed*deltaT) Collision detection/response Find interpenetration NO -> check if contact/collision (distance ball-plane) collision if non resting contact, prepare for response YES -> reduce the deltaT of the integration step as the half of current time to target, Contact types (based on the coeff of restitution) Walls bump Between tiles movement Slide 12 GUI POWER BAR Slide 13 GUI UIMS + HUD MFC menu + HUD Slide 14 GUI Improvements A power bar Basics of the original Microsoft MFC UIMS On game HUD Slide 15 S OUND Basic feedback Windows audio Success Collision Slide 16 D ATABASE Support for the operations SELECT SHOW INSERT As to manage highscores, course loading, user profiles Slide 17 S CREENCASTS Lets see the game on play!! Slide 18 O RIGINAL Slide 19 I MPROVED Slide 20 C ONCLUSIONS Further enhancements GUI: Improving usability Physics: Use RK4 (a more accurate integrator - but not as fast as Euler)


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