Download presentation

Presentation is loading. Please wait.

Published byMariela Wanless Modified over 2 years ago

2
H YPE M INIGOLF Natale Letizia IT-University of Copenhagen Engine Programming

3
O UTLINE Latest improvements Original release overview Core engine description Screencasts Conclusions

4
L AST 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

5
O VERVIEW OF THE ENGINE Core components Rendering Mathematics Physics Sound DataBase Graphical User Interface

6
R ENDERING ISSUES Old renderingNew

7
R ENDERING 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)

8
M ATHEMATICS 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

9
P HYSICS Old physicsNew

10
P HYSICS 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

11
M ORE ON PHYSICS Euler integrator Basics step: New velocity (target) = previous velocity+(current force*(deltaT/mass)) New position = previous position + (current speed*deltaT) Collision detection/response Find interpenetration NO -> check if contact/collision (distance ball-plane) collision if non resting contact, prepare for response YES -> reduce the deltaT of the integration step as the half of current time to target, Contact types (based on the coeff of restitution) Walls bump Between tiles movement

12
GUI – POWER BAR

13
GUI – UIMS + HUD MFC menu + HUD

14
GUI Improvements A power bar Basics of the original Microsoft MFC UIMS On game HUD

15
S OUND Basic feedback Windows audio Success Collision

16
D ATABASE Support for the operations SELECT SHOW INSERT As to manage highscores, course loading, user profiles

17
S CREENCASTS Let’s see the game on play!!

18
O RIGINAL

19
I MPROVED

20
C ONCLUSIONS Further enhancements GUI: Improving usability Physics: Use RK4 (a more accurate integrator - but not as fast as Euler)

Similar presentations

© 2017 SlidePlayer.com Inc.

All rights reserved.

Ads by Google