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U.S.S.R

U.S.S.R. Milestone 3 Presentation. Background. Creating a arcade racing game involving the specialization areas of our choice: AI Procedural Content GPU/Shader programming. What went wrong?. XNA/JigLibX is not the way to go. Things took longer to implement/debug than planned.

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U.S.S.R

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  1. U.S.S.R Milestone 3 Presentation

  2. Background • Creating a arcade racing game involving the specialization areas of our choice: • AI • Procedural Content • GPU/Shader programming

  3. What went wrong? • XNA/JigLibX is not the way to go. • Things took longer to implement/debug than planned. • Source engine games + USSR destroys the dx9 device forcing user to reboot or get seizures . • Trying to keep things simple, we over complicated stuff.

  4. Graphics/Shaders • What’s implemented: • Shadows • Particles • Fullscreen glow • Why not more?

  5. Procedural Content • What’s implemented: • Tracks • Textures • Vehicles • ”Skybox” • No terrain around the track 

  6. AI • What’s implemented: • Track following • Fuzzy logic • Situation based steering • Interaction • Limited obstacle avoidance • No difficulty settings

  7. What went Right • We have a game and it is playable. • Techno Bauer Anthem!!!

  8. Show us the game already

  9. Lessons learned • Do not use XNA for bigger projects if not specificly targeting the Xbox 360. • Take the easy way out, there are shadercreation tools out there. No need for doing everything by hand. • Ananlyze dependencies better to get a more complete timeplan. • When making an AI that doesn’t cheat, don’t cripple it. Give it all the data it needs to cheat, just don’t let it.

  10. Questions? • ”Knowledge is power”

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