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GAM670/DPS905 Project Requirements 20121

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{{GAM670/DPS905 Index | 20121}}
= Game Presentation Schedule Due Dates =
{| border="1"
|-
|Team NameProposed game and team members selected|Date and TimeJanuary 18
|-
|Proposal completed and members' roles selected
|January 25
|-
|Draft review|Wednesday April 11 8:20AM|-||Wednesday April 11 8:50AM|-||Wednesday April 11 9:20AM|-||Friday April 13 8:20AM|-||Friday April 13 8:50AMFebruary 15
|-
|Project completed - Presentation|Friday April 13 9:20AMMarch 21
|-
|Game completed - Presentation
|April 11-13
|}
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|}
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== Features that you could add to the Updated Base Code ==
 
The base code serves as the common thread for sharing feature development amongst all members of the class. Our objective is to add features that students wish to see implemented in their own games. We review this list at the start of the semester and you are welcome to expand detail or to add other features.
 
* visibility determination
** viewing frustum
** bounding volume construction
*** principal component analysis
***: covariance matrix
*** bounding box construction
*** bounding sphere construction
*** bounding ellipsoid construction
** bounding volume tests
**: bounding sphere test
**: bounding ellipsoid test
**: bounding cylinder test
**: bounding box test
** spatial partitioning
*** octrees
*** BSP trees
** portal systems
**: portal clipping
**: reduced view frustums
* collision detection
** plane collisions
**: sphere and plane
**: box and plane
**: spatial partitioning
** general sphere collisions
** oriented bounding boxes
** sliding
** collisions with physics
*** moving spheres
*** moving boxes
* lighting techniques
** isotropic
*** Cook-Torrance
*** Oren-Nayar
** anisotropic
*** Ward
*** Ashikhmin-Shirley
** bump mapping
*** parallax
*** self-shadowing
** environment cube maps
*** cube mapping
*** high dynamic range cube maps
** high dynamic range lighting
*** simple
*** faked
*** tone mapping
* texturing techniques
** projective texturing
** vertex texturing
*** displacement mapping
*** geometry images
* audio techniques
* comprehensive collada imports
* camera techniques
** third-person camera
* quaternions
* networked gameplay
* noise
* fluids
* non-photo-realistic rendering
* particle systems
* terrain
** terrain following
* opengl 3.0
* open audio
* Direct3D10
** porting the framework to DirectX10
* Direct3D11
** porting the framework to DirectX11
* Direct2D
* advanced force feedback
* input techniques
** XInput
** Raw input
** picking
* optimize coordinators for design unit creation and destruction
** introduce standard template library
** 0(1) removal of objects
** provide external access to all objects in the scene coordinator
* enable Streaming SIMD Extension 2 in Configuration Properties with optimized math calculations
= Appointment Schedules =
Initial Research Proposal
{| border="1"
|Date and Time
|-
|Zombie
|Tuesday January 18 10:00AM
|-
|Team GG
|Tuesday January 18 10:15AM
|-
|Team Guardian
|Tuesday January 18 10:30AM
|-
|Andrew Condinho
|Tuesday January 18 10:45AM
|-
|Tuesday January 18 11:15AM
|-
|Slap Your Grandma
|Tuesday January 18 1:30PM
|-
|Date and Time
|-
|Team GG
|Tuesday February 1 10:00AM
|-
|Zombie
|Tuesday February 1 10:15AM
|-
|Tuesday February 1 11:15AM
|-
|Slap Your Grandma
|Tuesday February 1 1:30PM
|-
|Date and Time
|-
|Team GG
|Tuesday February 22 10:00AM
|-
|Zombie
|Tuesday February 22 10:15AM
|-
|Tuesday February 22 11:15AM
|-
|Slap Your Grandma
|Tuesday February 22 1:30PM
|-
<br />
= Due Dates ={| border="1"|-|Proposed game and team members selected|January 18|-|Proposal completed and members' roles selected|February 1|-|Phase 2 draft and review|February 22|-|Phase 2 completed - Presentation|March 22|-|Phase 3 completed - Presentation|April 12-14|}<br /><br /> = Project Game Requirements =
Your game involves a real-time audio-visual-haptic experience in a 3-D world using advanced game programming techniques to improve the performance and the appeal of your game. The user should experience force feedback through some form of controller in response to certain common actions in your game.
== Phase 1 ==
The first phase is an informal, written proposal of the features that your team wishes to implement in its final game. Your description should identify the basic aspects of these features as well as the refinements to those features that are needed to implement your game design. Identifying the features and the required refinements will demand some research on your part. In the case of DPS905 students, the research should be deep and the description should identify the theory behind the required refinements.
Your proposal should be documented on the team project page of the course wiki under '''Proposal'''. Your proposal should identify the parts of the framework that you expect to modify extensively in your implementation. A draft of your proposal should be on the wiki before your meeting with the instructor and you should update your proposal after consultation with your instructor.
In developing your game, you may start with the code that you used in the previous course or you may start with the base code for this course. The base code for this course is an update updated version of the base code for the previous course. In any event, each member should use the updated base code to develop the feature that they have selected and present the results of their work using the updated base code. In other words, the update base code with the new features installed will serve as the source for other teams' access.
Each team member should have their own successfully compiled version of the updated base code in their own workspace in the branch sub-directory of their team's repository.
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= Features that you could add to the Updated Base Code Game Presentation Schedule The base code serves as the common thread for sharing feature development amongst all members of the class. {| Our objective is to add as many of the features that students wish to see implemented in their own games as possible. We review this list at the start of the semester and you are welcome to expand detail or to add other features.border="1"|-* visibility determination|Team Name** view frustum|Date and Time** bounding volume construction|-*** principal component analysis|-***: covariance matrix|*** bounding box construction*** bounding sphere construction*** bounding ellipsoid construction** bounding volume tests**|Wednesday April 11 8: bounding sphere test20AM**: bounding ellipsoid test|-**: bounding cylinder test|**|Wednesday April 11 8: bounding box test50AM** spatial partitioning|-*** octrees|*** BSP trees** portal systems**|Wednesday April 11 9: portal clipping20AM**: reduced view frustums* collision detection** plane collisions|-**: sphere and plane|**|Friday April 13 8: box and plane20AM**: spatial partitioning** general sphere collisions** oriented bounding boxes** sliding** collisions with physics*** moving spheres*** moving boxes* lighting techniques** isotropic*** Cook|-Torrance*** Oren-Nayar|** anisotropic|Friday April 13 8:50AM*** Ward*** Ashikhmin|-Shirley** bump mapping|*** parallax*** self-shadowing** environment cube maps*** cube mapping*** high dynamic range cube maps** high dynamic range lighting*** simple*** faked*** tone mapping* texturing techniques** projective texturing** vertex texturing*** displacement mapping*** geometry images* audio techniques* comprehensive collada imports* third-person camera techniques* quaternions* networked gameplay* noise* fluids|Friday April 13 9:20AM* non-photo|-realistic rendering* particle systems* terrain** terrain following* opengl 3.0* open audio* Direct3D10** porting the framework to DirectX10* Direct3D11** porting the framework to DirectX11* Direct2D* advanced force feedback* input techniques** XInput** Raw input** picking* optimize coordinators for design unit creation and destruction** introduce standard template library** 0(1) removal of objects** provide external access to all objects in the scene coordinator|}* enable Streaming SIMD Extension 2 in Configuration Properties with optimized math calculations<br />

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