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Week 7 Status Report

Overall Status

This week's milestone was a "minimum viable product" of the game, and we mostly hit it. This week we accomplished:

Meeting Date

Week 7 Tuesday, May 15

Group Morale

We're feeling pretty good about the game and our steady progress :) Some people will be busy next week.

Screenshots

Turrets spawn facing outwards (and their orientation is fixed), enemies can be destroyed and can destroy you, finally some sand in the background.

Dana

Last Week's Goals

My goals for the past week were to implement normal mapping, fix transparency, add metallicness and roughness to the shader, and add a skybox.

Accomplished Goals

Normal mapping was finally implemented and now works. Transparency was identified as working well enough and it wasn't worth the time to fix minor bugs that were difficult to see. The skybox is partially implemented, but is still buggy.

Unmet Goals and Why

Metallicness kind of works, but probably not as intended. Roughness currently doesn't work, as it requires a functional skybox. The skybox wasn't finished simply due to lack of time (other classes kept me busy this week).

Next Week's Goals

I'm planning on finishing up the skybox this week, tweaking the way shaders accept texture parameters, and then finishing up metallic/roughness implementation. I might also devote some time to getting Assimp to accept fbx model files.

What I Learned

I learned the basics of how to load and display skyboxes, but there's still some issues that I need to resolve.

Morale

I'm satisfied for the time being. I definitely think we'll have to cut stuff in the end, but we're making and have made good progress.

Karen

Last Week's Goals

My concrete goals for this week was to find a way to make sure the finite sound buffer array did not crash the game and to implement random rocks spawning as obstacles for the ship.

Accomplished Goals

I finished both goals...mostly. Sounds no longer play if the sound buffer array is full. I am not sure this is the best fix because it is a little jarring to not hear sound when expecting to. I also implemented another fix where sounds that have played up to a certain amount get cut off and replaced with the new sound. This can also be jarring too depending on how long the sound is. It also does not guarantee that the sound buffer array will not be full so in the end, it is not used. We bumped the size of the buffer array from 10 to 30, but we can keep bumping. The other goal of spawning rocks is working fairly well. Rocks spawn randomly and travel from up-screen to down-screen. They have life points and destroy a limited number of blocks. The bear is a random rock spawn with more life points. The only problem I was not able to work out this week is a rock not detecting collision with any blocks created after the rock spawned. I fixed this 10 minutes later :)

Unmet Goals and Why

I was unable to completely finish the random rock spawning feature due to my limited knowledge of bullet and understanding how collision works. I am working to understand the library more so that I can use it better in the future.

Next Week's Goals

Next week I hope to fix the bug with the new block collision detection and start working on another feature in gameplay.

What I Learned

I learned about bullet and how it handles collision detection. I also learned more about the game's Unity-like architecture, which I think keeps the game well organized.

Morale

I'm feeling pretty good and happy to be contributing more.

Nick

Last Week's Goals

Shadow mapping

Accomplished Goals

Not shadow mapping

Unmet Goals and Why

I'm not familiar with direct x, so I had to study up a bit and analyze Dana's rendering code to understand how to use shaders and such, before even starting to code. So, shadows are still a work in progress, but because there are tutorials online, it's going relatively smoothly and should be finished soon.

Next Week's Goals

Finish up shadow maps firstly, then maybe more graphical effects or animations. A rather big assignment is due Friday so my time may be a bit limited until the weekend.

What I Learned

Direct x rendering and hlsl shaders

Morale

Not bad. My health is slowly returning to normal, and so is my productivity, so I'm happy.

Patrick

Last Week's Goals

Accomplished Goals

Unmet Goals and Why

I didn't get around to finishing spawning more enemies and powerups as time goes on. I was busy with other classes and other stuff. So the gameplay isn't quite at MVP status, but it's pretty close!

Next Week's Goals

What I Learned

Even though I thought my gameplay code was clean as I wrote it, there ended up being a lot of it, and I had to help Karen more than I expected (not her fault at all), mainly with Bullet stuff. I could have commented a lot more, maybe with some "example usage" sections, and written a short document of how to add a new collision group to the game - there are like 5 places in the code you need to change - way more than I thought! I didn't realize how much of the codebase structure I had stored in my brain's RAM.

Morale

Medium-high. I wish we had gotten farther this week, but we sorta accomplished most of this things for our MVP milestone. I'm happy with how much gameplay I got done this week.

Philip

Last Week's Goals

Export the player model

Accomplished Goals

Got the player model sculpted and either (will be as of Monday) finished/almost finished making a low resolution version of the sculpt for use in game (But to support bones we probably need to use FBX).

Unmet Goals and Why

Nothing too unpredictable, got about as much work done as I expected, the player model looks pretty good, but I wish I could have made it look better.

Next Week's Goals

Start texturing everything, excess time goes to rigging and animations.

What I Learned

How to roughly sculpt folds into pants.

Morale

Things are going pretty well. Patrick showed some gameplay and I was excited for it!

Tim

Last Week's Goals

Finish up network optimization.

Accomplished Goals

Optimizing the scene graph is done, however, there is a bug in the transform class which causes unnecessary update messages. Values are getting set to nan somehow. Also, it shows a change in scale when they look like they should be the same.

Unmet Goals and Why

The transform class bug is getting in the way of finishing up network optimization. There is another bug where multiple delete messages are being sent for the same object, it doesn't make anything crash, but I don't want unnecessary messages being sent.

Next Week's Goals

Fix the transform bug, then fix the multiple delete messages. If I have time, optimize the components in a similar way to the game objects, so I don't need to send over render data every frame.

What I Learned

I learned that directx math functions aren't that good. I was trying to do quaternion equality, but it didn't take into account the negative of a quaternion represents the same orientation. Also, for some reason, some objects slowly, but surely, increases in scale.

Morale

It's pretty high, but I don't think I'll have much time to work on the project this week.


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