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 <<O>>  Difference Topic ProjectTwoToDo (r1.5 - 01 Nov 2004 - AaronArvey)
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Documentation Time

  • Do lots o' stuff.

 <<O>>  Difference Topic ProjectTwoToDo (r1.4 - 26 Oct 2004 - AaronArvey)
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  • Hole
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  • Flag (Mark)
  • Hole (Aaron)
  • Splash Screen

 <<O>>  Difference Topic ProjectTwoToDo (r1.3 - 24 Oct 2004 - AaronArvey)
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  • Aiming
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  • Aiming (Matt)
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  • Power
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  • Power (Aaron)
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  • Stopping
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  • Stopping (Matt)
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  • Viewing
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  • Viewing (Aaron)
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  • Timer (Mark)
  • Textures (Mark)
  • Hole
  • Scoring / Fonts (Mark)
  • Walls (Mark)
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  • Fog
  • Terrain for model or surrounding the features
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  • Fog (Aaron)
  • Terrain for model or surrounding the features (Aaron)

 <<O>>  Difference Topic ProjectTwoToDo (r1.2 - 24 Oct 2004 - AaronArvey)
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Game Time

  • Aiming
    • Mouse left and right controls the aiming direction
    • Club will rotate around the ball in order to maintain aiming direction
    • Camera will also follow aiming direction (who woulda thought)
    • When the ball is on a slope, the club will rotate around the "y-axis of the ball" which is
  • Power
    • Click on left mouse button will start the swinging of the club
    • As soon as you click left button camera and aim is locked into place
    • The power bar will reflect the amount of power the shot will have
    • The club will swing back
    • On a second click of the left mouse button, the club will swing down
    • If the player decides that they didn't want to hit the ball, then they can get out of "power selection" mode and go back to "aiming" mode
  • Stopping
    • If the ball is rolling, we're gonna want it to stop
    • We can do this by checking previous velocity and then previous position
    • If we have been "moving slowly" and "not moving far" then, we increment a counter, if this counter gets to a number, then we stop the ball If we start to move "fast" or "far" again, then we reset this counter
    • When we stop, we want to get the normal of the triangle that the ball is resting on
    • We want to add friction to the ball
  • Viewing
    • Click on right mouse button will allow free roam to view golf hole
    • Other viewing will be dependent on where the ball is (this may be elaborated)
  • Sound
    • A pleasant melody playing in the background

Implementation

  • New Classes
  • Club

  • Alterations
    • Ball - needs to look like Z's ball
    • Camera (in ways to be determined)

Random COOL things

  • Spikes that when ball falls on causes ball to explode!
  • Fog
  • Terrain for model or surrounding the features
  • Sand trap
  • Water
  • Multiple clubs (prolly not gonna happen...)
  • Full golf course versus just minature golf
  • Pinball style objects

-- AaronArvey - 23 Oct 2004


 <<O>>  Difference Topic ProjectTwoToDo (r1.1 - 18 Oct 2004 - AaronArvey)
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%META:TOPICINFO{author="AaronArvey" date="1098094460" format="1.0" version="1.1"}% %META:TOPICPARENT{name="ProjectTwo"}%

TODO

Crucial

  • Make sure generalized collision (and response) works
    • Get forward transform matrix to work
    • Make sure all edges and vertices are being checked
    • Standardize and have transformations for anything/everything we may want to do and have them precomputed
    • Implement dynamic time standardization computation for moving cube (should not be hard, just time consuming for human and machine)
  • Get triangles setup
    • Figure out what are boundary cases
      • Corners put together
      • Edges put together (should be face collision)
      • Vertex next to face
  • Finish up parser
    • Make sure parser is working correctly for ball
    • Incorporate color into the parser
    • Write php/perl conversion tools for milkshape to our c++ format
  • Get cube
    • Write php parser for cubes/pyramids
    • Set up transparency

Cool Ideas....

  • Set up particle system for when ball needs to explode
  • Put a quake or other model in our game randomly and totally unnecessarily.
  • Put our game into an octree for collisions and redrawing

-- AaronArvey - 18 Oct 2004


Topic ProjectTwoToDo . { View | Diffs | r1.5 | > | r1.4 | > | r1.3 | More }
Revision r1.1 - 18 Oct 2004 - 10:14 GMT - AaronArvey
Revision r1.5 - 01 Nov 2004 - 04:11 GMT - AaronArvey
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