Labyrinth. Zhou Zhen Barry Allison Stephen Kao Rex Ma. Software Environment. OpenGL (Graphics) OpenAL (Sound) C++ Windows Environment – desirable portable code Source Control (e.g Visual SourceSafe) Games Engine at least should be portable with wrapper for Environment specific code
(ie Labyrinth can have multiple skins, user even can design their own skin)
Only use Phong shading algorithm for the ball
Texture map a certain pattern on the ball, from that we can see how the ball actually rolling.
Produce reflect image on the ball at real time
A traditional texture mapping method
Creates apparent alteration to the geometry of the object surface
Can get arbitrarily high resolution 3D textures for natural materials like wood and marble.
A cross-platform multimedia library designed to provide low level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL.
Andy G. Ye & David M. Lewis Procedural texture mapping on FPGAs
Physically based modelling
In 80s, games is 2D and simple. Colourful, interesting game style and system requirement are the number of main factor to develop game.
We will use some formula in Newton’s laws and Circular motion to evaluate our physical model.
There are 3 stage of the ball:
We need to find out the location, velocity, acceleration.
When and why it is not rolloing.
In real world:
The movement of the ball is curve.
Friction on the wood plate.
Collisions when ball crush the wall.
Wood is not “perfectly” hard.