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  • Reading: Piecewise smooth surface reconstruction" - hoppe et al
  • Hypercube - 6 cubes wrapped around each other (4d version of a cube... square->cube->hypercube) - the 3d intersection will look like a cube
  • hypercylinder - 6 cyl's wrapped around each other - the 3d intersection will look like a cylinder

Homeworks

  • hw1
  • hw2
  • hw3
  • hw4
  • Final Project
    • If I'm using weird libs and the program will only run on my computer, then at least provide a demo and perhaps a video demo of the application running.
    • To run on a slightly odd system, I need libpng and libglpng in my LD_LIBRARY_PATH or on the system itself.
    • Paper: Interactive Control of Physics-based 3D Characters
    • Also from the above link, see ski jump sim

Possible Project Ideas

  • Goal - To make this stuff run on the Dreamcast
  • All this stuff is related in that they would be useful for snowboard/skateboard/surf simulations:
    • Come up with a overall software design that would support interaction between all these aspects (Object-oriented?).
    • Animation using a skeleton
    • Trampoline game
    • Skateboard half pipe game
    • Randomly generate an infinite hill w/jumps, bumps, * holes that a ball rolls down (later, a snowboarder)
      • Include Fresh Powder - each time you go down the hill, you use up the fresh powder. You'll need to explore and find the good stuff. Either that or wait until the next snowfall. Implement conditions for each area. Anywhere from icy to deep powder.
      • Avalanche Sim
        • "Steep and Deep" snowboarding game
      • Snowboard-based Contra game
    • Ocean wave simulation
    • Study and learn to use ODE (Rigid Body Dynamics, should be perfect/overkill for my Airhockey game)
      • Apply to Airhockey game to make it look awesome
    • Create one of those springy dolls - push the button and he collapses, let go and he springs into his standing position.

TODO

  • Write a very simple ODE program
  • Get it running on the Dreamcast
  • Other Stuff:
    • Normal Mapping
    • Pixel Shaders
    • Spatial Data Structure for culling for collision detection and also for only displaying part of the object
    • Data Structure for storing objects so that I only draw the objects w/in the view
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Page last modified on May 01, 2007, at 07:56 PM