Week 4 Round Up
Though I should start updating what I do on a weekly basis,
I’ll try to explain the assignments as we go through. Week 4 was actually last
week; I’ve just come out of week 5, so I will get some updates ready for
tomorrow.
Team Software development
The game our team has been working on is a Bullethell game;
the idea is to get the mechanics of the typical space shooter down before we
work on anything else, all we know is we want a Bullethell game with
multiplayer support. My contribution to the project has been fairly disperse; I
haven’t contributed fully to one aspect but I have had input on a number of
different aspects.
Nothing fancy yet, but we got some weapons working; paralax scrolling and enemy pathing; and I will also have a Boss entitiy ready to show off for next time.
Console Development
The final goal for this module is to create a billboard
based particle system which will be used as a benchmarking tool on the PSP. So
far we have only covered the ideas behind memory management and what kind of
results we can deduce from a benchmarking tool. We have also been covering
optimisation and efficiency in our code. Unfortunately because we are still
only going through some of the theory behind the benchmarking tool, there is
little work I can show for this module other than a basic Vector and Matrix
library written in C which may not even be used in our final assignments.
Interactive 3D
The scope of this module to build and design a game engine
written in DirectX11. Because of illness in the third week I was slightly
behind on my DirectX framework, so this week I had a bit of catching up to do.
I started by setting up a ‘sceneGraph’ and ‘sceneNode’ classes, and then
creating a ‘Textured3DCubeNode’ which would inherit from ‘sceneNode’.
Once I
made sure this was working properly, I set about on my next node; ‘ModelNode’.
For this I used the ASSIMP (Open Asset Import Library) to load my model files,
whilst it’s not perfect and fails to load some file types, it was recommended
by the lecturer. We were also provided with a ‘ResourcesManager’ class to
handle the loading and storing of these files.
Once I had the model on screen
and updating, I had finished this week’s work. I spent the weekend learning
HLSL (High Level Shader Language) to try and get specular shading to work,
however I was unable to complete it.
Mobile Development
The assignment for this module is to create an application
on the android device. This week I got my idea for my assignment app approved.
A very brief and rough description of the application follows:
“In this app people can write out their own recipes and
these will be saved to a database so that they can retrieve them when and where
they like. Users will be able to store information such as ingredients,
nutritional information and step by step instructions. They can then rate their
recipe and send it to a database to be stored. They can also search the
database to find a recipe based on food type and/or rating. The recipes will
also contain timing information for the second purpose of the app. Users will
be able to set a recipe to “I’m Cooking” which tells the application the user
has just started making it. Once one of the timing schedules is hit, the alarm
will ring to tell the user to start the next step. For example if you need to
start boiling water and 5mins in the app tells you to stop, the phone will set
off an alarm to warn you the first stage is over and the next is ready to
begin.”
If time permits I would like to add support for SQL database
interaction.
The exercises this week were to experiment with the 3 Menu types
available on the android: The Icon menu; Context menu and Sub menus. In my
spare time I also set up some of the classes I would be likely to need in my
assignment project.
Operating Systems
Currently, no coursework has been set or had the
specifications laid out. However we are given weekly tasks to complete; this
week’s topic was looking at interrupt and polling messages within operating
systems. For the task we were given a program that displayed a message box with
the mouse co-ordinates every time you clicked the screen; we had to modify this
so it could pick up some other buttons being hit with the use of ‘wParam’.
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