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Graphical Presentation Developing a Pinball Game Matthias Heinrichs Maxim Jourenko Aivar Kripsaar Florian Langel Felix Rath RWTH Aachen University 28. September 2012 1

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Graphical Presentation

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Developing a Pinball Game

Matthias Heinrichs Maxim Jourenko Aivar KripsaarFlorian Langel Felix Rath

RWTH Aachen University

28. September 2012

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Graphical Presentation

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Setting

Dark, gloomy and unfriendly looking city in the near future.

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Normal Mapping

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Deferred Lighting

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Glow

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Without Glow With Glow

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Motion Blur

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Pinball Velocity Buffer

Store the MVP of the pinball and compute with the help ofthe new MVP and the time left the current velocity

Apply Motion Blur as a Post Process

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Skybox

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Cubemap

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Reflections

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Dynamic Cubemap Reflection

Place the a cameraobject in the middle of the object

Render the scene in each direction

Transfer the imagedata into a cubemap (tricky)

Depending on viewing angle add cubemap color to the basecolor

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Physics

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Interactive city

Use of animations on thescene graph

Event trigger system

Implemented a missionwhere you can score bonuspoints

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Content

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Content Creation

Stand-alone level-editor

Used Blender 2.64 to create obj. model files

Created our world in an XML file

Parser for objects, materials, textures

Difficulties

Level-editor got canceled

Model creation with blender took a lot of time

Collision shapes were hard to implement

Many adaptions necessary

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Content

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Power Plant Rocket Mission

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Sound

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Used phonon as sound API

Multithreading

Created our own epic pinball theme

Tool: Magix Music Maker

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