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Blog Entry #3

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 This week we have finished the main features of the project. Currently we do not have any update on the project information. Procedurally modeled city We used the building cubes with different textures to build up tall buildings. The positions of buildings, streets, and landmarks, as well as the height of buildings, are highly randomized so with different random seeds the city would look completely different. The city is mostly finished and we might try to add more varieties to it. Shadow mapping We used shadow mapping to render shadow for the scene. The bottom left corner of the screenshot below shows the shadow map (depth map) we generated using framebuffers. We first render the scene using the depth shader in the first pass. Then we render the scene using normal shaders with the depth map and light space matrix in the second pass. Since we want to simulate directional light from the sun, we use orthographic projection for light space matrix. We also dealt with shadow acne an

Blog Entry #2

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This week, we have been worked on some basic functionalities of our final project. Currently we do not have any update on the project information. Here are the specific parts we worked on: Skybox         We created a skybox which works as the background of the city.  Building with texture We created the Building class and each Building object is a cube geometry. The four side planes (front, back, left, right) of the cube work as the surface of a building and the top plane works as the roof. We mapped a texture onto those planes to make it looks like a real building. We used a vector to store multiple Building objects and stacked them together to create a taller building. This procedure would be useful when we implement the procedurally modeled city.  The following screenshot is a building that consists of three blocks: Plane and bomb model For both of the plane and the bomb model, we selected obj files from the internet to be our model. As expec

Blog Entry #1

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For the CSE 167 final project, our group, David Dai and Haoqi Wu, decided on presenting a game with a similar feel to the Bombing of Okasaki. We are going to name this project, ERADICATION. Our game design, however, differed from the actual World War II event is that the bombing is not war-related. The bombing, instead, is related to save the human race. In the year 2020, a detrimental disease named X1N1 starts to spread in X-town. The affected ones will die within a week without any cure. The government thinks that it’s best to eradicate the whole X-town. Luckily, you, as a top quality pilot graduated from UCSD, were picked by the marine officer to do the job. Your goal is to control the bombs that are dropped over X-town to destroy as many buildings as you can. Hopefully, before all the bombs are released, you can successfully burn the whole town into ashes. You do not want anyone who caught X1N1 to be alive. The player will change the direction of the bomb using the up, left, r