Computer Graphics Final Projects

  • I produced these images using a simple framebuffer dump. You can read more about how to do that here
  • Below is a short description of the projects followed by a couple screen shots. Click on the screen shots themselves to see the full image.
    John Massey John implemented a 3D space flyer. The object of the game is to avoid asteroids as you fly to the finish line. John created his own model ship and used a random generator to place the position of the asteroids in the flying area. He also restricted flight to force the ship to fly "in bounds" or in the region of the asteroids. The user has the ability to modify their own speed and each collision with an asteroid is counted as a death. When the user completes a run, their death tally is reported and the game is started anew.
    A completed run
    During a run

    Eric Shan Eric implemented a space fighter with laser meters and star wars style ships. In the images you can see a health meter (not fully functional) as well as a laser meter (mildly functional). In the top right there is a radar to help keep track of the location of the enemy ships. The ship has the capability of moving left to right as well as rotating. The user can choose to play as an x-wing or as a tie fighter. Technically, the ship is standing still, and the objects move towards it (enemies) and away from it (fired lasers), but this gives the illusion that the craft actually moves itself. At the time I'm writing this, there is no way to control the speed of the x-wing itself, but the game functions as a playable demo that is quite fun.
    Fighting the tie fighters
    X-wing Enemies

    David Earle David implemented a 2D turn based strategy game. The board is fully texture mapped as well as extensive use of md2 models. Advanced texture maps were used to create some fog affects. For playability, Fighters can move up to 4 squares in a straight line and can attack up to 2 squares away. Battles are won strictly on an attack and win basis. The enemy uses a floodfill operation (which is slightly bugged), to decide movement and attack strategies.
    The good guys
    The bad guys

    Brian Standifer Brian wrote a 3D particle system to simulate fireworks. Each particle was rendered to the screen as a tiny sphere. When a firework is shot, a number of particles is generated randomly. Each particle of a particular firework has the same color, although the color for each firework is chosen randomly. The partciles are given a random direction ti simulate the bursting effect. In the display is a grass textured ground along with randomly generated trees. The stencil buffer is used to draw an ever increasing fog bank as fireworks are shot. You can see that fog bank in the images.
    A beginning
    A finale

    Steve Reaves Steve wrote a basic basketball shooter. He has simulated jumping motion with his robot and the user is able to select a shot meter. Some basic collision detection has been implemented which affects the ball motion and allows for backboard shots. There is no collision detection with the rim and points are scored for tossing the ball anywhere near to its center. As the player moves, he is automatically rotated towards the rim. While this creates some complicated ball position calculations, it does allow fore more realistic movement.
    A jump shot
    The ball goes down