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This demo was
given as a final project in my software
development class during my second term at the
Guildhall. Many of the required components
were given as assignments earlier in the term,
and the goal of this project was to bring them
together and integrate them into one coherent
demo application.
The requirements
for this project were to have a terrain mesh
implemented using a quadtree structure, with
animated water created with a dynamic vertex
buffer, and vegetation meshes conforming to the
surface of the terrain. The player's view
and movement was to be "FPS-style," which
included displaying a weapon in front of the
camera, allowing smooth movement over the
surface of the terrain, as well as jumping and
crouching. The weapon was to be
functional, and its projectiles were to generate
particles as they traveled and when they
collided with the water.
In addition to these requirements, I added
randomized procedural terrain generation, a skybox
(rendered properly so as to appear an infinite
distance from the player), weapon
bob, a transparency effect when the camera is
submerged below water, and varying vegetation
density based on proximity to water. |