updated report

This commit is contained in:
sfroitzheim 2015-03-10 15:41:25 +01:00
parent c25d2b86a0
commit 8325611c28
5 changed files with 44 additions and 58 deletions

View File

@ -19,20 +19,17 @@
\@writefile{lof}{\contentsline {figure}{\numberline {1}{\ignorespaces Teaser\relax }}{1}{figure.1}}
\newlabel{fig:Teaser}{{1}{1}{Teaser\relax }{figure.1}{}}
\@LN@col{1}
\@writefile{toc}{\contentsline {section}{\numberline {1}Basic Layout}{1}{section.1}}
\@writefile{toc}{\contentsline {section}{\numberline {2}Details}{1}{section.2}}
\@writefile{toc}{\contentsline {subsection}{\numberline {2.1}Loading}{1}{subsection.2.1}}
\@writefile{toc}{\contentsline {section}{\numberline {1}Gameplay}{1}{section.1}}
\@LN@col{2}
\@writefile{toc}{\contentsline {subsection}{\numberline {2.2}Triggers}{1}{subsection.2.2}}
\@writefile{toc}{\contentsline {subsection}{\numberline {2.3}Graphics}{1}{subsection.2.3}}
\@writefile{toc}{\contentsline {section}{\numberline {2}Basic Layout}{1}{section.2}}
\@writefile{toc}{\contentsline {section}{\numberline {3}Details}{1}{section.3}}
\@writefile{toc}{\contentsline {subsection}{\numberline {3.1}Loading}{1}{subsection.3.1}}
\bibstyle{acmsiggraph}
\bibdata{references}
\@LN@col{1}
\@writefile{toc}{\contentsline {subsection}{\numberline {2.4}Physics}{2}{subsection.2.4}}
\@writefile{toc}{\contentsline {subsection}{\numberline {2.5}Content Creation}{2}{subsection.2.5}}
\@writefile{toc}{\contentsline {section}{\numberline {3}Conclusion}{2}{section.3}}
\@writefile{lof}{\contentsline {figure}{\numberline {2}{\ignorespaces Use one image.\relax }}{2}{figure.caption.2}}
\providecommand*\caption@xref[2]{\@setref\relax\@undefined{#1}}
\newlabel{fig:OneImage}{{2}{2}{Use one image.\relax }{figure.caption.2}{}}
\@writefile{lof}{\contentsline {figure}{\numberline {3}{\ignorespaces Use several images.\relax }}{2}{figure.caption.3}}
\newlabel{fig:SeveralImages}{{3}{2}{Use several images.\relax }{figure.caption.3}{}}
\@writefile{toc}{\contentsline {subsection}{\numberline {3.2}Triggers}{2}{subsection.3.2}}
\@writefile{toc}{\contentsline {subsection}{\numberline {3.3}Graphics}{2}{subsection.3.3}}
\@writefile{toc}{\contentsline {subsection}{\numberline {3.4}Physics}{2}{subsection.3.4}}
\@LN@col{2}
\@writefile{toc}{\contentsline {subsection}{\numberline {3.5}Content Creation}{2}{subsection.3.5}}
\@writefile{toc}{\contentsline {section}{\numberline {4}Conclusion}{2}{section.4}}

View File

@ -1,4 +1,4 @@
This is pdfTeX, Version 3.14159265-2.6-1.40.15 (TeX Live 2015/dev/Debian) (preloaded format=pdflatex 2015.2.26) 10 MAR 2015 15:15
This is pdfTeX, Version 3.14159265-2.6-1.40.15 (TeX Live 2015/dev/Debian) (preloaded format=pdflatex 2015.2.27) 10 MAR 2015 15:38
entering extended mode
restricted \write18 enabled.
%&-line parsing enabled.
@ -367,48 +367,30 @@ LaTeX Font Info: Font shape `OT1/phv/bx/n' in size <12> not available
(Font) Font shape `OT1/phv/b/n' tried instead on input line 27.
LaTeX Font Info: Font shape `OT1/phv/b/n' will be
(Font) scaled to size 11.03998pt on input line 27.
Underfull \vbox (badness 2173) has occurred while \output is active []
LaTeX Font Info: Font shape `OT1/phv/m/n' will be
(Font) scaled to size 9.19998pt on input line 39.
[1{/var/lib/texmf/fonts/map/pdftex/updmap/pdftex.map}
(Font) scaled to size 9.19998pt on input line 46.
[1{/var/lib/texmf/fonts/map/pdftex/updmap/pdftex.map}
<./images/teasersmall.png>] <images/Dummy.jpg, id=25, 314.17375pt x 338.26375p
t>
File: images/Dummy.jpg Graphic file (type jpg)
<use images/Dummy.jpg>
Package pdftex.def Info: images/Dummy.jpg used on input line 81.
(pdftex.def) Requested size: 72.28423pt x 77.82483pt.
File: images/Dummy.jpg Graphic file (type jpg)
<use images/Dummy.jpg>
Package pdftex.def Info: images/Dummy.jpg used on input line 87.
(pdftex.def) Requested size: 72.28423pt x 77.82483pt.
LaTeX Font Info: External font `cmex10' loaded for size
(Font) <9> on input line 87.
File: images/Dummy.jpg Graphic file (type jpg)
<use images/Dummy.jpg>
Package pdftex.def Info: images/Dummy.jpg used on input line 88.
(pdftex.def) Requested size: 72.28423pt x 77.82483pt.
File: images/Dummy.jpg Graphic file (type jpg)
<use images/Dummy.jpg>
Package pdftex.def Info: images/Dummy.jpg used on input line 89.
(pdftex.def) Requested size: 72.28423pt x 77.82483pt.
<./images/teasersmall.png>]
No file report.bbl.
Package atveryend Info: Empty hook `BeforeClearDocument' on input line 96.
[2 <./images/Dummy.jpg>]
Package atveryend Info: Empty hook `AfterLastShipout' on input line 96.
Package atveryend Info: Empty hook `BeforeClearDocument' on input line 132.
[2]
Package atveryend Info: Empty hook `AfterLastShipout' on input line 132.
(./report.aux)
Package atveryend Info: Executing hook `AtVeryEndDocument' on input line 96.
Package atveryend Info: Empty hook `AtEndAfterFileList' on input line 96.
Package atveryend Info: Empty hook `AtVeryVeryEnd' on input line 96.
Package atveryend Info: Executing hook `AtVeryEndDocument' on input line 132.
Package atveryend Info: Empty hook `AtEndAfterFileList' on input line 132.
Package atveryend Info: Empty hook `AtVeryVeryEnd' on input line 132.
)
Here is how much of TeX's memory you used:
6624 strings out of 493105
101911 string characters out of 6137072
187212 words of memory out of 5000000
10009 multiletter control sequences out of 15000+600000
23185 words of font info for 46 fonts, out of 8000000 for 9000
6608 strings out of 493105
101685 string characters out of 6137072
189260 words of memory out of 5000000
9999 multiletter control sequences out of 15000+600000
22273 words of font info for 43 fonts, out of 8000000 for 9000
1141 hyphenation exceptions out of 8191
43i,13n,40p,636b,363s stack positions out of 5000i,500n,10000p,200000b,80000s
{/usr/share/texlive/texmf-dist/fonts/enc/dvips/base/8r.enc}</usr/share/texliv
@ -417,10 +399,10 @@ e/texmf-dist/fonts/type1/public/amsfonts/cm/cmsy6.pfb></usr/share/texlive/texmf
onts/type1/urw/helvetic/uhvb8a.pfb></usr/share/texlive/texmf-dist/fonts/type1/u
rw/times/utmb8a.pfb></usr/share/texlive/texmf-dist/fonts/type1/urw/times/utmr8a
.pfb></usr/share/texlive/texmf-dist/fonts/type1/urw/times/utmri8a.pfb>
Output written on report.pdf (2 pages, 904581 bytes).
Output written on report.pdf (2 pages, 857427 bytes).
PDF statistics:
61 PDF objects out of 1000 (max. 8388607)
47 compressed objects within 1 object stream
15 named destinations out of 1000 (max. 500000)
11 words of extra memory for PDF output out of 10000 (max. 10000000)
59 PDF objects out of 1000 (max. 8388607)
46 compressed objects within 1 object stream
14 named destinations out of 1000 (max. 500000)
6 words of extra memory for PDF output out of 10000 (max. 10000000)

Binary file not shown.

Binary file not shown.

View File

@ -6,8 +6,8 @@ University, Germany)}
\author{Jasper Veit Manousek\thanks{Jasper.Manousek@rwth-aachen.de}
\and Steffen F\"undgens\thanks{Steffen.Fuendgens@rwth-aachen.de}
\and Fabian Klemp\thanks{fabian.klemp1@rwth-aachen.de}
\and Simon Froitzheim\thanks{simon.froitzheim@rwth-aachen.de} }
\and Fabian Klemp\thanks{Fabian.Klemp1@rwth-aachen.de}
\and Simon Froitzheim\thanks{Simon.Froitzheim@rwth-aachen.de} }
\pdfauthor{Jasper Veit Manousek, Steffen F\"undgens, Fabian Klemp, Simon Froitzheim}
@ -26,10 +26,17 @@ University, Germany)}
\begin{abstract}
Marble racing games are a sub-genre of games where the player controls a marble to either run races, solve puzzles or complete some other tasks. In Saxum the player must travel through an open level completing some basic switch tasks and a simple puzzle to help the sun rise again.
Marble Racing games are a sub-genre of games where the player controls a marble to either run races, solve puzzles or complete similar tasks. In Saxum the player must travel through an open level completing some basic switch tasks and a simple puzzle to help the sun rise again.
\end{abstract}
\section{Gameplay}
Common Marble Racing Games usually strive for action- and skill-based gameplay with many obstacles and a fast pace. Our game takes a different approach and explores the possibility of a more puzzle-based concept with exploration elements: The player is located in an initially dark
area where only a few torches light the path ahead. Only if he manages to master the obstacles on his way (like impassable water), he can reach the end of the stage and let the sun rise again as shown in Figure 1.
Level design is certainly not completely open but leaves room for a bit of exploration. The in comparison rather slow marble speed helps to create a for the most part relaxing gaming experience which gets further emphasized by generous checkpoint distribution and the resignation of flashy effects. Puzzles revolve around moving blocks onto switches and pushing switches in the correct order.
\section{Basic Layout}
Our game is designed around the main level class. In it we load all the data from our XML files as needed. From here we also have access to the other two main classes, the physics and the graphics classes. Additionally we have the list of all our objects here.
@ -94,7 +101,7 @@ Additionally the respawn animation was created using the physics engine. It lets
The physics came with many challenges, partially stemming from our integration into a new field, but also partially due to the nature of Bullet Physics itself. If bullet does not recieve enough updates the simulation becomes jagged and unrealistic. To solve this it is suggested to recall the world multiple times per frame to allow a more accurate simulation. Unfortunately, especially with the introduction of the physics based camera, problems arose. To solve this we not only recalled the complete update method within the physics, but also recall the complete update method in the level to stabilize the experience.
\subsection{Content Creation}
Saxum contains many custom models that we created with the tools that the program Blender provides as well as several textures from the website cgtextures.com. We edited these textures, so they can fit our purposes: Texture editing work included smoothing for better UV-Mapping, removing seams etc. All editing, including the creation of the PNGs that are used for heightmap generation and object placement, as well as our completely custom textures were done with the GNU Image Manipulation Program.
\section{Conclusion}
Our group had no prior experience with such large projects. Though our lack of previous experience hampered our progress, we have managed to amass a great deal of experience in game design, project management and teamwork, as well as knowledge in the underlying framework of games.