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PARAMETRIC GAME ENGINE utilizing DirectX7. Michael Putz. Procedural World. = parametric description of the game-world Example: Terrain, Trees, Textures Benefits: less bandwith (!!) Less manpower required (modeling) infinite detail ( fractal trees ). components of the engine.
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PARAMETRIC GAME ENGINE utilizing DirectX7 Michael Putz
Procedural World • = parametric description of the game-world • Example: Terrain, Trees, Textures • Benefits:less bandwith (!!) Less manpower required (modeling) infinite detail ( fractal trees )
components of the engine • INPUT (joystick, keyboard, mouse..) • STATEMANAGER (intro,replay,ingame..) • PHYSICS (interaction input<->movement • TERRAIN (generation & render ) • RIDER ANIMATION (mesh-animation) • PARTIKEL F/X ( snowfall, powderspray etc..)
Example of the physics-engine • core-component ForceVector(x,y,z) • example: joystick moves to the right • Joystick movement increases x-component of the ForceVektor • ForceVector indirectly generates terrain-rotation • ForceVector automatically returns to zero-state • benefit: smooth movement with direct feedback
Outlook • LOD Terrain ( quadtree? ) • Vertexbuffers for Hardware T&L • skeletal animationsystem • More variation through:Railslides ( 100% procedural ) Cliffs, Parametric Trees etc in combination with new perlin parameters • Avalanches -> STOP OR GO implementation