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Virulent SophtWear Virul-Glider V1.0 Josh Smallman Mjumbe Poe Zach Clegg.

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Presentation on theme: "Virulent SophtWear Virul-Glider V1.0 Josh Smallman Mjumbe Poe Zach Clegg."— Presentation transcript:

1 Virulent SophtWear Virul-Glider V1.0 Josh Smallman Mjumbe Poe Zach Clegg

2 Game Overview  Virul-Glider is a 3D-flight simulator The goal is to pilot the glider through a series of courses by navigating gates and catching thermals. Avoid falling in the water!  The first level is easy, with no thermals. Introduces landing. Upon completion, next level loads, which introduces turning. The next level contains thermals, and so on… The game continues until you run out of lives and have to start over.

3 Viewpoint & Controls  The viewpoint is third person and slightly above  Pitch and Roll is controlled by the X and Y axis of the mouse, but only active when the left mouse button is depressed. Yaw stabilization is applied to simulate a real aircraft’s tail effects.  Stabilization of [P]itch, [Y]aw, & [R]oll can be turned on and off by player at any time, depending on player’s skill level. Degree of stabilization and control ‘gain’ could be varied to represent different types of aircraft.  Up & Forward vector [0] and Velocity vector [9] can be toggled during flight time for training purposes. (training/debugging)  Hitting [B]oost gives afterburner effect of velocity boost in the direction of the forward vector. (training/debugging)

4 Objectives of the Game:  Navigate the course by passing through goals. Order doesn’t matter.  Hit thermals to increase vertical height – Particles!  Land on the Target at the end of the course after passing through all the gates. If you missed a gate and land on the finish, then you retry the level from the launch point, but the gates are not reset and you don’t lose a life. Landings must be at a slow enough speed and small enough angle in order to be considered successful!  Avoid falling into the water before you reach the end of the level.  Players need to master the dynamics of flight and thermals in order to navigate the obstacle course. Advanced players can pull off tricks with their glider!

5 Major Solved Risks:  1. Quaternion – imaginary numbers in 3D –Rotations are pretty simple, don’t require translations or matrices  2. Aerodynamics – –basic flight equations for lift, drag (in multiple directions), and gravity. –Automatic Yaw stabilization is essential for realistic flight characteristics.. Just try turning it off to see what it’s like to fly a plane without a tail! –Implemented complex versions of equations which allows for later expansion of different types of aircraft.  3. Collision Detection with Gates & Thermals –Simple closest point on a line - distance between path of glider and circle (gates) or cylinder (thermals). Gates do have Normal Vectors which are utilized for directional gates.  4. Camera Follows Glider –Camera looks between velocity vector and forward vector.  5. Sky, Water –Sky is mapped to giant sphere, water mapped to giant disk.  6. Particle Effects for Thermals –250 particles per thermal, only drawn when within 500 units to conserve processing power.  6. Import 3d Model –Supports different models. Had fun integrating Corey’

6 Remaining Risks None!

7 Possible v2 Additions:  Altimeter, Velocimeter  More levels?  Gate Obstacles

8 UML Diagram

9 Screenshot


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