Post on 17-Jan-2016
Neo-Breakout
Sonhui SchweitzerCS 470
Spring 2005
Project Overview
• Goal– Develop an action arcade game
• Using– Visual Studio .NET 2003– 3D Studio Max 5– Photoshop CS / Illustrator CS– Cool Edit Pro
Why
• Simple but contains many of the elements of game development– Rendering of graphics– Collision detection– Collision response– Sound– Particle System– UI
Requirement Categories
• Basic– Three side walls and a void– A paddle and a ball with no acceleration– Breakable objects in the middle area– Power ups – Sound effects– Mouse input– 1 game level and 1 difficulty level– Basic collision detection– Collision response
Requirement Categories
• Enhanced – Basic plus…– Floating objects to provide more challenging
environment– Curved spline for the path of the paddle– A paddle and a ball with acceleration– Floating objects that regenerate as time passes– Paddle with missile as a power up– Up to 5 game levels and 2 difficulty levels– Background music– User Interface (menus, score, etc)– Particle effects
The adventure began…
Back to the basics
Progress – Breakables and PowerUps
Progress - Particle Effects and Sounds
Progress – 2nd Level with Missile PowerUp
Progress – 3rd Level
Back to using the sample framework
Almost a game…
System Design: Simplified game flow
Setup controls (UI)Load level entitiesWhile ( !quit ){
Process input (if it exists)Update game entitiesRender gameRender UI (score, balls left)
}CleanupExit
Algorithms: Collision Detection
Each object’s bounds will be defined. Collision detection occurs when two or more bounds overlaps.
Between two circles– fDistance = Distance between the center of the
circles – sum of radius
* If fDistance is <= 0, the collision is detected.
Algorithms: Collision Response
Between two circles
Static circle
Moving ball
Algorithms: Collision Detection
This is a valid collision as the circle is moving toward the line. It is detected by taking the dot product of V and N. If it is < 0 then, they are colliding and the collision detection begins by comparing D with the radius of the Circle. When D <= radius, collision response starts.
Algorithms: Collision Detection
• In this case the dot product of V and N is > 0 which indicates that the ball is behind the wall. No collision detection is required. The use of D and V for the dot product would allow a double sided collision. Single sided collision is needed because discrete collision detection could allow the center of the ball to pass through the wall making it seem like the ball is on the other side.
Algorithms: Collision Response
Algorithms: Collision Response
Algorithms: Collision Response
Algorithms: Fixed Intervals
Algorithms: Particle Systems• Particle system is used to simulate
explosions, collision impacts, and smoke trails.
• What is it?– Made up of particles– A particle is a small object, a triangle in this
case.– Properties of a particle
• Position• Velocity• Color• Age
Tools : Cool Edit Pro for Sound Effects
Tools : 3ds max for texture
Tools : Photoshop for texture
Resources
• Books– 3D Game Engine Design Using DirectX
9 and C#– Physics for Game Developers– 3D Math Primer for Graphics and Game
Development– Linear Algebra and its Applications
• SDK (Software Development Kit)– Tutorials from DirectX 9.0c SDK
Conclusion
• The project was a success. It was challenging but covered many useful aspects of game development and computer science.
• I have begun to learn DirectX, 3DStudio Max, and Cool Edit Pro.
• Download my game and try it out.http://student.uaa.alaska.edu/assys1/NeoBreakOut.html