michael tice aaron boothe daniel riggs · 2015-09-21 · collision detection with objects...
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Michael TiceAaron BootheDaniel Riggs
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Each member will design a separate level. First person view (third person impractical:
Explained later) The end of one level will link to the next via
anchor node.
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Character modeling with Biped in3Ds Max. (problems in VRML)
Moving obstacles – (moving boxes that would knock the character off path)
Various cliffs / Narrow Passages –(problems in VRML)
Obvious Sensor nodes – (make clickable objects ‘pop out’ / look obvious)
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Omni-directional lights. Emissive lights from objects
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Collision Detection with objects Falling/restarting level (dying) Manipulating light sources Character Movement (jumping, crouching, etc.)(DNC) Crowds with simple behavior that need to be
avoided. Teleporters. Objects that transport the player
to a new location when interacted with. (DNC)
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For an interactive game/maze VR is the perfect format to give the best experience for the user.
More visual stimulation as opposed to text-based games.
Feels more ”rewarding”
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Collision Detection Physics not perfect & difficult to implement
Physics: Moving platform with character on it doesn’t function properly
Clipping issue with the way that the objects are rendered when there is no light source.
Timing/Scoring had to be created with objects/scripting to orient to the player(unnecessary processing, could affect performance in larger program)
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Player death – Unable to implement in Max, only possible with scripting/camera manipulation in VRML
No shadows in VRML!
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Character implementation (skin/animation/movement)
Improved character control/movement Physics/interaction
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Intel Core 2 Quad 2.40 GHz 8GB Windows 7 Enterprise 3D Studio Max VrmlPad
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www.lighthouse3d.com/vrml/tutorial/index.shtml
http://www.cs.bowiestate.edu/~sharad/vrlab/research.html (previous projects/research)
Google Images (for textures)