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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

U.S.S.R

Milestone 3 Presentation


Background
Background

  • Creating a arcade racing game involving the specialization areas of our choice:

  • AI

  • Procedural Content

  • GPU/Shader programming


What went wrong
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.


Graphics shaders
Graphics/Shaders

  • What’s implemented:

  • Shadows

  • Particles

  • Fullscreen glow

  • Why not more?


Procedural content
Procedural Content

  • What’s implemented:

  • Tracks

  • Textures

  • Vehicles

  • ”Skybox”

  • No terrain around the track 


AI

  • What’s implemented:

  • Track following

  • Fuzzy logic

  • Situation based steering

  • Interaction

  • Limited obstacle avoidance

  • No difficulty settings


What went right
What went Right

  • We have a game and it is playable.

  • Techno Bauer Anthem!!!



Lessons learned
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.


Questions
Questions?

  • ”Knowledge is power”


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