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Hype Minigolf

Hype Minigolf. Natale Letizia IT-University of Copenhagen Engine Programming. Outline. Latest improvements Original release overview Core engine description Screencasts Conclusions. Last. Need for a better graphics – rendering issues

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Hype Minigolf

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  1. Hype Minigolf Natale Letizia IT-University of Copenhagen Engine Programming

  2. Outline • Latest improvements • Original release overview • Core engine description • Screencasts • Conclusions

  3. Last • 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

  4. Overview of the engine • Core components • Rendering • Mathematics • Physics • Sound • DataBase • Graphical User Interface

  5. Renderingissues

  6. Rendering • 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)

  7. Mathematics • 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

  8. Physics

  9. Physics • 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

  10. More onphysics • Eulerintegrator Basics step: • New velocity (target) = previousvelocity+(current force*(deltaT/mass)) • New position = previous position + (currentspeed*deltaT) • Collisiondetection/response • Find interpenetration • NO -> check ifcontact/collision (distance ball-plane) collisionif non restingcontact, prepare for response • YES -> reduce the deltaT of the integration step as the half of current time to target, • Contact types (basedon the coeff of restitution) • Walls bump • Betweentilesmovement

  11. GUI – power bar

  12. GUI – UIMS + HUD MFC menu + HUD

  13. GUI • Improvements A power bar • Basics of the original • Microsoft MFC UIMS • On game HUD

  14. Sound • Basic feedback Windows audio Success Collision

  15. Database • Support for the operations • SELECT • SHOW • INSERT As to manage highscores, course loading, user profiles

  16. Screencasts Let’s see the game on play!!

  17. Original

  18. Improved

  19. Conclusions • Further enhancements GUI: Improving usability Physics: Use RK4 (a more accurate integrator - but not as fast as Euler)

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