High Concept:
A fast paced capture the flag game, with an emphasis on building and keeping momentum.
Team:
Responsibilities:
As the Technical Directory for the project, I was mainly responsible for the architecture and graphics engine development. A large portion of my time was spent on building a high performance engine with very low system requirements.
Engine Architecture:
- Component Based
- Object Factory
- Integrated Memory Debugger
Graphics Engine Features:
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Scripted Rendering Pipeline
- Custom scripting language with built in syntax and error checking
- Enabled support for a wide variety of hardware configurations, including video cards without GLSL support.
- Allowed for graphical effects to be tested and debugged without recompilation
- Supports multiple rendering passes, pixel buffers, and GLSL shaders
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OpenGL
- OpenGL 1.1 and 2.0 support
- GLSL Shaders support
-
Model Cache
- Guarantees a model is loaded only once
- Drastically decreased memory usage
- Reduced loading times
Tools:
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OpenType Font Converter
- Custom file parser
- Generates a outline font and then tessellates the outline into a engine friendly format
-
.x Model File Converter
- Custom file parser with full template support
- Converts .x files to a engine friendly format with animation support
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