Lecture 24: Final Project
Office Hours: By appointment
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§ Avoid submit one hour before due date.
Prepare your submission (a ZIP file with BMP, OBJ, source code, and
executables) and a video showcasing your game (a link to the video is Ok)
§ Avoid to submit without testing in at least one computer
other than the developer
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Files and Game
The EXE and DLL files included does not run
Test it in diverse computers.
Missing BMP or OBJ files - 20
CPP and H files in a folder.
Only the files needed
Is it too slow?
Test it in several computers.
Is it playable?
Not only graphics
It should not be just a big square box.
Create rooms, levels, something funny.
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Is it original? - 10
Is it playable? - 10
Have a goal and avoid repetition (boredom) or has a surprise element? - 10
Does it have reasonable winning chances ? - 10
Is there a concept, uniform graphics? - 10
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Including the 3D game, a map, a dashboard with score or points made
Mesh data structure.
Use several elements OBJ and. Do not forget the concept
It crash (memory or poor performance). Display Lists and Double Buffer
to increase performance. It is not only about showing that you know the
coding. Highly recommended.
There is a menu that allows to enable an disable features (in blue). Features
in the menu are described in the next slides next
Mode Game and Mode Viewer -30
Reshape the window do not destroy the game - 10
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There is at least one object (or the camera) controlled by the user 2.5
There are objects moving without player intervention. Again, do not
forget the concept and the performance.
Light (menu on/off). All objects have normal thus the light works correctly 5
Textures with images. Quality, concept and if you make a pattern be
careful of the borders. (menu on/off)
Procedural texture generation (sky, fire, and marble). Quality, concept and
if you make a pattern be careful of the borders. (menu on/off)
Materials. Do not use random values. Review the values for specific
materials in the SER 332 slides. (menu on/off)
Including objects without normal or normal incorrectly set.
Textures with ugly borders (if a pattern fill used) - 10
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Collision detection with walls or other objects. It is ok using AABB or other
programmatical solution (menu on/off)
Draw Bounding boxes (menu on/off) 5
Skybox. You do not need to use all faces, just these that are needed.
Performance is important.
Multiscale Terrain. (menu on/off) Remember quality and concept. 5
Fog (menu on/off) 5
Planar Reflection (on floor or a reflective wall) (menu on/off). Use stencil
buffer. . Remember quality and concept.
Shadows (menu on/off). Use stencil buffer. . Remember quality and
Ghostly elements (errors in collision detection) - 10
Shadows or reflection with errors in blending or direction - 10
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A particle system. (menu on/off). Remember quality and concept. 5
Use Curves (Bezier, Hermite, Chaikin, or B-spline) for object movement or
camera movement. Make it make sense for the game
Define a Glu*Surface (knots and control points) 2.5
Add at least one oscillating flag with an image as logo. Not just a color. 5
A fractal recursive - lighting bolts or trees (a forest) depending of the game.
(menu on/off) Quality, performance, and concept are very very important. It
should have light and materials or textures.
Particle system is missing or not working - 10
Curves (Bezier, Hermite, Chaikin, or B-spline missing - 10
Glu*Surface missing or fail - 10
Fractals missing or fail - 10
Oscillating flag is missing - 10
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§ 5 minutes video showcasing your game.
SER431 Advanced Graphics
Disclaimer. These slides can only be used as study material for the class SER431 at ASU. They cannot be
distributed or used for another purpose.