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World Builder

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Problem Definition. Already existing solutions. The Elder Scrolls Construction Set. CryEdit ... portions of the world should be done in reasonable time ... – PowerPoint PPT presentation

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Title: World Builder


1
World Builder
  • Adam Schmidt
  • Noah Medling
  • Troy Doty

2
Problem Definition
  • Already existing solutions
  • The Elder Scrolls Construction Set
  • CryEdit
  • Neverwinter Nights
  • BattleCraft42

3
The Elder Scrolls Construction Set
4
Neverwinter Nights
5
CryEdit
6
BattleCraft42
7
System Diagram
8
Three Major Parts
  • The User Interface Layout
  • Troy Doty
  • Terrain Editing
  • Noah Medling
  • Object Editing
  • Adam Schmidt

9
Requirements Analysis
  • The requirements analysis details how the system
    needs to be built and what functionality it will
    need to be complete

10
Operating Environment
  • Will run on any OS
  • Developed in Microsoft Visual Studio 6 and .NET
    (7.1)

11
System Components
  • User Interface
  • - Buttons, Tabs, Input Boxes, etc
  • Routines for manipulating heightmaps
  • - Brush, Elevation, Smoothing, Color, etc.
  • Routines for placing and manipulating 3D objects
    in the world
  • -Creation, Scaling, Translating, etc.

12
Software and Libraries
  • FLTK (Fast Light Toolkit) libraries
  • OpenGL libraries
  • FLUID was used for GUI code generation

13
Performance Requirements
  • The time to read/write files should be minimized
  • Loading/unloading portions of the world should be
    done in reasonable time
  • Rendering should be done at a rate pleasing to
    the eye (gt30 frames per second)

14
Evaluation Metrics
  • Creation Time - Usability
  • Processing Time Frames per second

15
Software Design
  • Multiple Classes
  • GUI
  • GLWindow
  • World
  • Sector
  • Brush
  • Object

16
User Interface
  • GUI class
  • Automatically generated with FLUID
  • GLWindow class
  • Organizes and provides access to data and
    rendering methods contained in other classes

17
The World
  • World class
  • Contains a grid of Sectors
  • Only stores in RAM those Sectors that have been
    modified
  • Sector class
  • Contains a grid of vertices (currently 32 x 32)
  • Each vertex contains elevation and color

18
Brushes
  • Brush class
  • Uses a Sector internally to represent influence
  • Falloff modes none, linear, parabolic
  • Shapes circle, square
  • Variable radius

19
Objects
  • Object class
  • Stores objects that reside separately from the
    terrain data
  • Contains orientation in 3D space and an ID
  • Will be rendered as loaded 3D models in the game
    itself

20
Difficulties
  • OGRE was difficult to use with deformable
    heightmaps.

21
Future Work
  • Model loading
  • Texturing
  • Better file format

22
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The End
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