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Real Time Game Figures Interception and Processing

Real Time Game Figures Interception and Processing. By Roy Vardi & Amir Darmon. Presentation Content. Basic concept Technologies we have used The Design Problems, challenges & solutions Educational Gain. Basic concept. Basic concept. The game is based on Ogre engine.

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Real Time Game Figures Interception and Processing

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  1. Real Time Game Figures Interception and Processing By Roy Vardi & Amir Darmon

  2. Presentation Content • Basic concept • Technologies we have used • The Design • Problems, challenges & solutions • Educational Gain

  3. Basic concept

  4. Basic concept • The game is based on Ogre engine. • The physics is based on newton technology. • When using both we can create interactive multiple objects game.

  5. Technologies we have used

  6. Technologies we have used • Ogre (Object-Oriented Graphics Rendering Engine) is a open source graphics engine. • Newton Game Dynamics is a free, but closed source physics engine for realistically simulating rigid bodies in games and other real-time applications

  7. The Design

  8. The Design • Learning the ogre engine and the Newton technology and make both of them work together (orgrenewt). • Write structural code in C++ which implement the ogre and Newton methods. • Create interactive game.

  9. Problems we faced & their solutions

  10. Problems we faced & their solutions • Problem: Our main obstacle with the design was interact between the Ogre engine and the Newton technology. • Solution: find and implement Ogrnewt API which interact both with Ogre and Newton.

  11. Problems we faced & their solutions • Problem: Understand the physic behind the figures and scene. • Solution: Understand the basic of image processing and the way Newton interpreters the world.

  12. Educational Gain

  13. Educational Gain • Experiencing coding to graphical engine. • Be familiar with Ogre as graphic engine and with Newton as physics engine.

  14. Q & A

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