Gillius's Programming

Super IsoBomb 3D
Project Proposal

Last updated: Sunday, September 21, 2003 10:40 PM

Project proposal for the Super IsoBomb 3D project, to be developed by the following students

for the class Computer Graphics 2 (4003-571-01) taught by Nan Schaller.

Project Summary

For this project, the team will take the code from the original Super IsoBomb game, and rewrite the graphics engine (currently in an orthographic 2D isometric projection) to use a fully 3D engine. We intend on focusing the engine on non-photorealistic rendering (NPR). To implement NPR, the two important pipeline features that require focus are the texturing and lighting stages.

Because of the non-standard issues faced in NPR, the traditional fixed real-time pipeline is not suitable for our project. Currently, we have two options available to us:

We may implement one or both of these solutions. Currently we have not decided on a solution, but we plan to research both and attempt to discover other options for this project.

Project Objectives

System and Software

We plan to utilize the following hardware components:

We plan to utilize the following software components:

Project Breakdown

Component Assigned To Description
Cel-shading
(model renderer)
Winnebeck The cel-shading system brings together texturing and lighting techniques to shade in a cartoon style.
Particle Engine Winnebeck The original Super IsoBomb game included a particle system engine. This needs some minor updating for performance and for the new rendering style (3D rather than manual projection to 2D).
Map Renderer Hilliker Handles rendering of the static 3D geometric content (the levels).
Lighting Hilliker The lighting system needs to address the lights in a logical sense, if there are dynamic lights, as well as providing the relevant information to the model renderering.
Camera Mowry In the original game, the camera was fixed to an isometric view. In the 3D-world the camera can be controlled, and it is handled as an object in the world. For the HSR component, the camera exists as a view frustum
Hidden Surface Removal Mowry Assists the Map Renderer, and to some extent the model renderer by providing only the surfaces most likely to be visible and eliminating surfaces obviously not visible.

Project Timeline

Week Description
3
  • Begin map rendering, model rendering, camera
6
  • Complete map rendering, camera
  • Begin optimization (Hidden Surface Removal), lighting
7
  • Complete optimization, lighting
  • Begin general gameplay improvements, update networking engine
8
  • Complete model rendering
  • Begin particle engine
10
  • Code/documentation due

Final Presentation

Demonstrate game in class and explain how the different graphical components of the project work. If possible, demonstrate the game on 2 or more computers to demonstrate the networking capabilities.