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The Picard Maneuver A Sci-Fi based Space Battle Game

James Harpe Jesse Cowles. The Picard Maneuver A Sci-Fi based Space Battle Game. The Idea. Assume the role of a ship’s captain Maneuver your ship through space Attack the enemy by firing homing torpedoes Avoid the enemy’s attacks Use the Wiimote and 3D Stereoscopic Vision.

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The Picard Maneuver A Sci-Fi based Space Battle Game

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  1. James Harpe Jesse Cowles The Picard ManeuverA Sci-Fi based Space Battle Game

  2. The Idea • Assume the role of a ship’s captain • Maneuver your ship through space • Attack the enemy by firing homing torpedoes • Avoid the enemy’s attacks • Use the Wiimote and 3D Stereoscopic Vision

  3. Technical Challenges • Exporting and Reading Models • Visual Effects • Weapon Firing • Shields • Damage Effects • Collision Detection • Mapping User Input

  4. Technical ChallengesModels • Models are premade in Blender • Thousands of vertices • Detailed textures • All kinds of lighting information • Export models to .obj and .mtl files • Use JME to read these files

  5. Technical ChallengesWeapons and Shields • Can fire: • A torpedo • Our custom model • Phasers/lasers • Optionally implemented • Simple shield effect • First, get hull collision working

  6. Technical ChallengesShip Damage Effects • Very complex in the Sci-Fi world • Example: Ship breaking into pieces • Show a simple explosion effect on top of the ship being blown up • Keeps most realism • More investigation needed to implement this

  7. Technical ChallengesCollision Detection • Ship hull collision detection • Ship explodes on contact • Ship shield collision detection • Torpedo which impacted shield explodes • Use JME for both

  8. Technical ChallengesMapping User Input • Possible aspects of control: • Ship rotation • Ship engine speed • Weapon targeting • Many combinations exist with mouse, keyboard, and Wiimote • 2 scenarios are best (see next slide) • Both scenarios use Wiimote’s B button to fire

  9. Technical ChallengesMapping User Input • Target enemy with crosshairs • Point at enemy on the screen with Wiimote • Ship rotates in the direction where the player wants to fire • Based on the accelerometer data and the distance of the crosshair from the center of the screen • Do not target enemy • Rotate Wiimote to rotate the ship • Ship is only capable of firing straight ahead • Simpler

  10. Summary of Existing Resources Used • Ship models • Java Monkey Engine 2 • Stereoscopic vision support • Wiimote API • Possibly other software as need arises

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