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辅导案例-CMP-5010B

By May 15, 2020No Comments

School of Computing Sciences Module: CMP-5010B Graphics 1 Assignment: DESIGN AND IMPLEMENT A TWO DIMENSIONAL INTERACTIVE TRACK- BASED GAME USING C/C++ AND OPENGL Set by: Dr Stephen Laycock, [email protected] Checked by: Dr Rudy Lapeer, [email protected] Date set: 22nd January 2020. Value: 60% Date due: Report Due Week 12 Monday at 15:00, Demos in Week 12. Returned by: Assessment Period Week 3 Submission: evision Learning outcomes To learn to write programs using OpenGL with C++ in Visual Studio. To learn the concepts of 2D transformations, viewing and interactive control using OpenGL Specification Overview To introduce the concepts of Computer Graphics. To develop a program using OpenGL. To gain experience in writing computer graphics applications, with the assignment focusing on a 2D game Description To design and implement your own 2D game using OpenGL and C++. The user should control a vehicle around the 2D environment and be viewed from above. There must be a clear start and end to the game and the user must navigate their vehicle around a track or route with boundaries (e.g. a racetrack with grass verges, a river with banks). You may decide on the vehicle and the track but you should incorporate collision detection between your vehicle and the boundaries. The following features are essential: • The game has a clear starting position and the user’s controls should be clearly stated. • A clear objective and scoring system needs to be provided. • The world should be larger than the screen size which means the background (world) should scroll both horizontally and vertically if the user’s vehicle threatens to go off the screen out of the user’s view. • A track or path should be defined with clear boundaries for the user to navigate around. • There should be a response to colliding with the boundaries (e.g. the vehicle bounces off or slows down). • There should be at least one other vehicle racing against the user. • Collisions should be detected between the user and the other vehicles in the environment. You may create windows using Win32, freeglut or GLFW. Relationship to formative assessment The module organiser will provide feedback on your progress with the assignment during the scheduled lab classes and this can be used to help in the development of your solutions. Deliverables A full submission should consist of: 1) Report detailing the design and implementation for the motion of the user controlled character, including how the character interacts with the boundaries of the track in the game environment (in response to Assessment criteria 2). (2 sides maximum) (10%) 2) User Manual (max. 1 side) (5%) 3) Program + Demonstration, Week 12 (85%) The report should be submitted via e-vision and the code should be shared with Stephen Laycock via bitbucket by Friday at 15:00 of week 12. Resources You may use the code on blackboard and from the lecture notes to help with the assignment. The OpenGL Programming guide is a useful resource for OpenGL. http://www.cplusplus.com/is a useful website to aid with C++ issues. Once you have completed the lab sheets, feedback and guidance on your progress will be provided by the teaching team. Marking scheme Marks will be awarded for the following criteria: 1) Game Design (Objective, User Interface, Start screen, End screen). 2) Motion of the user controlled vehicle & its interaction with the boundaries of the tracks/channels in the game environment. 3) Collision Detection & Response between the objects in the environment. 4) Computer Controlled objects and their movements 5) Graphical Quality of the environment (textures, sprites, background). 6) Novel Concepts. Further details of the marking scheme can be found on the mark sheet.

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