Game download: The Petals of Pandora (100MB)
Requirements: Windows XP, DirectX 9, shader-enabled graphics card
Check out reflections about the course in our final report.
Final Game Demo
Friday, June 9
4-5:30pm
CalIT2 Main Auditorium

Screenshots updated with 42 new pictures!
We've also a new gameplay video!
Gameplay (8:41)

31.4MB
You will need an ogg player such as VideoLAN to view it.
Or if you prefer, you can download the .avi version (172MB).

Specular mapping is applied to his back to highlight the texture
on the bricks
and make his skin look more rough and leathery.
His fists have bump mapping applied to give them that stony appearance.
All the sharper to grind bones with :D
Here's a shot of our prototyping interface:
Armageddon
I believe your love
I believe your dream
So far away
This filter uses HDR, bloom, desaturate, contrast, tint, and fog.
The fairy shader creates the whitish shade along her silouhette. The technique is also used to simulate cloth materials like velvet.
If a tree falls in the forest and no one hears it, does it make a sound? The Hallucinogen Filter is a combination of desaturation, contrast, HDR, and bloom.
Dayyyyyaaamn that's some hot stuff (I didn't realize this guy was so pro!) - Colossus Texture by the very talented "softdistortion" (I'mma get his name!) from cgtalk.com
All that static electricity from her hair's gotta go somewhere..
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Crystal by Lani
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no rush, good game
 Keyes concept by Larry Quach |
 Rebecca fanart by Heroine |
Thanks to Larry again for the amazing concept art. We're also thrilled to see the anime-style of Rebecca! Keep em coming :D
Grapple onto mountains and players, and swing around them.
He can play fetch in the planned sequel to the game.
 Apocalypse Machine by Larry Quach |
 Brad Thompson by Nelson Dou |
 Rebecca Mills
"You sure know how to throw a party. No food, no drinks, and the
only babe just left."
Implemented basic AI across the network. Bots are treated just like normal characters. Swords
interact with all players and apply push-back. Also fixed that network
jitter.
I put my DirectX reference in the cupboards to help out anyone
struggling.
It's called "Programming Role Playing Games with DirectX". The 800
pages
cover everything so please have a look if you need help and put the book
back
when you're done.
哀れだな…あんたは何も解っていない……大切じゃないものなんかない!
-- cloud strife
(Pitiful... You understand nothing. There's nothing that I don't love!)
Implemented throwing swords with collision detection. Also put in a lock-on target mode with slow-motion and motion-blur. The camera is now collidable with the terrain and is loose about the player.
"There's a dragon behind you!"
"C'mon, I'm not falling for that..."
Integrated graphics with network and physics engine.
Rebecca's monologue
What Rebecca Mills looks like in real life:

We've also implemented Squirrel C++ bindings to allow scripting the entire scene without compiling. And wrapped the physics/collision in a class shared by both client and server to support dead-reckoning. As Rebecca Mills would say, "Oh my--"
Here are a few screenshots. Booyeah!
These screens were rendered with our custom "WTF Engine" with Ogre3D. We've implemented a variety of techniques such as waving grass with vertex shaders, lens flares and "fireflies" with billboards, and a few full-screen effects. We've also built our own pseudo-HDR effect aka the WTF Effect, which causes bright spots to bleed light out of the screen.
Without WTF Effect
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With WTF Effect
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Some other full-screen effects include motion blur and a "Time Ripple" distortion effect.
Motion blur
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Time Ripple
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...and, the Real Cinema mode
On another note, our network and game-engine integration are roughly complete as of this week, as is our collision detection.
Team name: WTF?
Team number: Group #2
Team members:
Shyu, Henrick
Shyu, Patrick
Espiritu Santo, Todd
Nguyen, Huong
Sanglimsuwan, Charles
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