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Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

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Page 1: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Neo-Breakout

Sonhui SchweitzerCS 470

Spring 2005

Page 2: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Project Overview

• Goal– Develop an action arcade game

• Using– Visual Studio .NET 2003– 3D Studio Max 5– Photoshop CS / Illustrator CS– Cool Edit Pro

Page 3: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Why

• Simple but contains many of the elements of game development– Rendering of graphics– Collision detection– Collision response– Sound– Particle System– UI

Page 4: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Requirement Categories

• Basic– Three side walls and a void– A paddle and a ball with no acceleration– Breakable objects in the middle area– Power ups – Sound effects– Mouse input– 1 game level and 1 difficulty level– Basic collision detection– Collision response

Page 5: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Requirement Categories

• Enhanced – Basic plus…– Floating objects to provide more challenging

environment– Curved spline for the path of the paddle– A paddle and a ball with acceleration– Floating objects that regenerate as time passes– Paddle with missile as a power up– Up to 5 game levels and 2 difficulty levels– Background music– User Interface (menus, score, etc)– Particle effects

Page 6: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

The adventure began…

Page 7: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Back to the basics

Page 8: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Progress – Breakables and PowerUps

Page 9: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Progress - Particle Effects and Sounds

Page 10: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Progress – 2nd Level with Missile PowerUp

Page 11: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Progress – 3rd Level

Page 12: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Back to using the sample framework

Page 13: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Almost a game…

Page 14: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

System Design: Simplified game flow

Setup controls (UI)Load level entitiesWhile ( !quit ){

Process input (if it exists)Update game entitiesRender gameRender UI (score, balls left)

}CleanupExit

Page 15: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Algorithms: Collision Detection

Each object’s bounds will be defined. Collision detection occurs when two or more bounds overlaps.

Between two circles– fDistance = Distance between the center of the

circles – sum of radius

* If fDistance is <= 0, the collision is detected.

Page 16: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Algorithms: Collision Response

Between two circles

Static circle

Moving ball

Page 17: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Algorithms: Collision Detection

This is a valid collision as the circle is moving toward the line. It is detected by taking the dot product of V and N. If it is < 0 then, they are colliding and the collision detection begins by comparing D with the radius of the Circle. When D <= radius, collision response starts.

Page 18: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Algorithms: Collision Detection

• In this case the dot product of V and N is > 0 which indicates that the ball is behind the wall. No collision detection is required. The use of D and V for the dot product would allow a double sided collision. Single sided collision is needed because discrete collision detection could allow the center of the ball to pass through the wall making it seem like the ball is on the other side.

Page 19: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Algorithms: Collision Response

Page 20: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Algorithms: Collision Response

Page 21: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Algorithms: Collision Response

Page 22: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Algorithms: Fixed Intervals

Page 23: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Algorithms: Particle Systems• Particle system is used to simulate

explosions, collision impacts, and smoke trails.

• What is it?– Made up of particles– A particle is a small object, a triangle in this

case.– Properties of a particle

• Position• Velocity• Color• Age

Page 24: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Tools : Cool Edit Pro for Sound Effects

Page 25: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Tools : 3ds max for texture

Page 26: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Tools : Photoshop for texture

Page 27: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Resources

• Books– 3D Game Engine Design Using DirectX

9 and C#– Physics for Game Developers– 3D Math Primer for Graphics and Game

Development– Linear Algebra and its Applications

• SDK (Software Development Kit)– Tutorials from DirectX 9.0c SDK

Page 28: Neo-Breakout Sonhui Schweitzer CS 470 Spring 2005

Conclusion

• The project was a success. It was challenging but covered many useful aspects of game development and computer science.

• I have begun to learn DirectX, 3DStudio Max, and Cool Edit Pro.

• Download my game and try it out.http://student.uaa.alaska.edu/assys1/NeoBreakOut.html