Merge branch 'master' of github.com:Faerbit/swp
This commit is contained in:
commit
be21855e1d
@ -629,7 +629,7 @@
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<ambientFactor>0.13</ambientFactor>
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<diffuseFactor>0.6</diffuseFactor>
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<specularFactor>0.4</specularFactor>
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<shininess>2.0</shininess>
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<shininess>1.0</shininess>
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<physicType>None</physicType>
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<renderable>true</renderable>
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</objectData>
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@ -641,7 +641,7 @@
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<ambientFactor>0.13</ambientFactor>
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<diffuseFactor>0.6</diffuseFactor>
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<specularFactor>0.4</specularFactor>
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<shininess>2.0</shininess>
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<shininess>1.0</shininess>
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<physicType>Box</physicType>
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<width>1.2</width>
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<height>6</height>
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@ -702,7 +702,7 @@
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<ambientFactor>0.13</ambientFactor>
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<diffuseFactor>0.6</diffuseFactor>
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<specularFactor>0.4</specularFactor>
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<shininess>2.0</shininess>
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<shininess>1.0</shininess>
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<physicType>TriangleMesh</physicType>
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<dampningL>0.555</dampningL>
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<dampningA>0.5</dampningA>
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@ -715,7 +715,7 @@
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<ambientFactor>0.13</ambientFactor>
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<diffuseFactor>0.6</diffuseFactor>
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<specularFactor>0.4</specularFactor>
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<shininess>2.0</shininess>
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<shininess>1.0</shininess>
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<physicType>TriangleMesh</physicType>
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<dampningL>0.555</dampningL>
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<dampningA>0.5</dampningA>
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@ -13089,10 +13089,10 @@
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<terrain>
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<texture>seamlessTerrain.png</texture>
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<ambientFactor>0.13</ambientFactor>
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<ambientFactor>0.14</ambientFactor>
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<diffuseFactor>0.8</diffuseFactor>
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<specularFactor>0.2</specularFactor>
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<shininess>3.0</shininess>
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<shininess>1.0</shininess>
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</terrain>
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<skydome>
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@ -29,7 +29,7 @@ function trigger(objectToChange)
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local yPos = 25.0
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local zPos = 54.5
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level:preloadLightPosition(xPos, yPos, zPos)
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level:addLightByParameters(0.2, 0.9, 0.0, 4.0, -2.5, 1.3, 2.3)
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level:addLightByParameters(0.2, 0.9, 0.0, 4.0, -2.0, 1.3, 2.0)
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print("openSecondDoor1")
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end
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end
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@ -29,7 +29,7 @@ function trigger(objectToChange)
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local yPos = 25.0
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local zPos = 26.5
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level:preloadLightPosition(xPos, yPos, zPos)
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level:addLightByParameters(0.2, 0.9, 0.0, 4.0, -2.5, 1.3, 2.3)
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level:addLightByParameters(0.2, 0.9, 0.0, 4.0, -2.0, 1.3, 2.0)
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print("openSecondDoor2")
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end
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end
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@ -29,7 +29,7 @@ function trigger(objectToChange)
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local yPos = 25.0
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local zPos = 26.5
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level:preloadLightPosition(xPos, yPos, zPos)
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level:addLightByParameters(0.2, 0.9, 0.0, 4.0, -2.5, 1.3, 2.3)
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level:addLightByParameters(0.2, 0.9, 0.0, 4.0, -2.0, 1.3, 2.0)
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print("openSecondDoor3")
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end
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end
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@ -38,7 +38,7 @@ function trigger(objectToChange)
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local yPos = 25.0
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local zPos = 54.5
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level:preloadLightPosition(xPos, yPos, zPos)
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level:addLightByParameters(0.2, 0.9, 0.0, 4.0, -2.5, 1.3, 2.3)
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level:addLightByParameters(0.2, 0.9, 0.0, 4.0, -2.0, 1.3, 2.0)
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print("openSecondDoor4")
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end
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end
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@ -132,8 +132,8 @@ float samplePointShadow(samplerCubeShadow shadowMap, vec3 lightDirection) {
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float A = -(farPlane+nearPlane)/(farPlane-nearPlane);
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float B = -2*(farPlane*nearPlane)/(farPlane - nearPlane);
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float compValue = 0.5*(-A*length(lightDirection) + B)/length(lightDirection) + 0.5;
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float bias = 0.001*tan(acos(clamp(dot(vNormal, -directionalLightVector), 0.0, 1.0)));
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bias = clamp(bias, 0.0, 0.01);
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float bias = 0.001*tan(acos(clamp(dot(vNormal, lightDirection), 0.0, 1.0)));
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bias = clamp(bias, 0.0, 0.001);
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return texture(shadowMap, vec4(lightDirection , compValue - bias));
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}
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@ -145,7 +145,7 @@ void Loader::load(std::string filePath, Level* level, std::string compositionsPa
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water_vao->bind();
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water_vao->setMode(GL_TRIANGLES);
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water_vao->attachAllAttributes(water_ab);
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Material water_material = Material(waterTexture, 0.1f, 0.2f, 0.8f, 5.0f, true);
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Material water_material = Material(waterTexture, 0.13f, 0.5f, 0.5f, 10.0f, true);
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Object* water_object = new Object(water_vao, water_material, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), true);
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level->setWaterPlane(water_object);
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}
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@ -85,7 +85,7 @@ void Physics::takeUpdateStep(float timeDiff)
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if(sinking)
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{
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btVector3 currentPos = playerBall->getCenterOfMassPosition();
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currentPos -= btVector3(0,0.35f*timeDiff,0);
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currentPos -= btVector3(0,0.8f*timeDiff,0);
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float damp = playerBall->getAngularDamping();
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playerBall->setDamping(playerBall->getLinearDamping(),0.9);
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world->stepSimulation(timeDiff);
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@ -106,7 +106,7 @@ void Physics::takeUpdateStep(float timeDiff)
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else
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{
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btVector3 currentPos = playerBall->getCenterOfMassPosition();
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currentPos += btVector3(0,0.9f*timeDiff,0);
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currentPos += btVector3(0,3.0f*timeDiff,0);
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world->stepSimulation(timeDiff);
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playerBall->setCenterOfMassTransform(btTransform(playerBall->getOrientation(),currentPos));
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cameraBody->setCenterOfMassTransform(btTransform(btQuaternion(0,0,0,1),camPos));
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slides/final_slides.pdf
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slides/final_slides.pdf
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slides/final_slides.tex
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slides/final_slides.tex
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@ -0,0 +1,100 @@
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%*****************************************************************************%
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% This LaTeX-Template is based on the beamer package: %
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% http://latex-beamer.sourceforge.net %
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% %
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% For further details on how to create beamer slides you can check their %
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% documentation: %
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% http://mirror.ctan.org/macros/latex/contrib/beamer/doc/beameruserguide.pdf %
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% %
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% The layout fits the current standard of the acg color scheme. %
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% Version: 1.0 %
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% Authors: Lars Krecklau <krecklau@informatik.rwth-aachen.de> %
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%*****************************************************************************%
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\documentclass{beamer}
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\usepackage{graphicx}
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\usepackage[german]{babel}
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% Place in these lines your title and the author's names:
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\newcommand{\myTitle}{\includegraphics[width=9cm]{saxum_logo.png}}
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\newcommand{\myAutors}{Fabian Klemp, Steffen F\"undgens, Simon Froitzheim, Jasper Manousek}
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\newcommand{\myAutorsFoot}{\myAutors}
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% If you want to draw images by latex:
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% http://www.texample.net/tikz/
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\usepackage{tikz}
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\usetikzlibrary{arrows,shapes}
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% Apply the acg layout
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\include{layoutacg}
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% Setup the title page
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\title{\myTitle}
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\author{\myAutors}
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\institute{RWTH Aachen University}
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\date{\today}
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\subject{\myTitle}
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\begin{document}
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\begin{frame}
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\titlepage
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\end{frame}
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\section{\myTitle}
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\subsection{Overview}
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\begin{frame}
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\begin{itemize}
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\item Puzzle/Exploration marble game in a desert-ruins setting
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\item Player is in search for the missing sun
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\item Pseudo-realistic graphics style
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\item Focus on physics-based gameplay
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\end{itemize}
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\end{frame}
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\subsection{Fabian - Graphics}
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\begin{frame}
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\begin{itemize}
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\item Phong Shading
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\item Shadow Mapping
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\item Simple flame simulation with geometry shader
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\item Blurring of flames
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\end{itemize}
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\end{frame}
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\subsection{Simon - Content Creation}
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\begin{frame}
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\begin{itemize}
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\item Modeling
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\item Texturing
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\item Level design
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\end{itemize}
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\end{frame}
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\subsection{Steffen - General Programming}
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\begin{frame}
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\begin{itemize}
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\item Converter
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\item Loading
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\item Triggers and Lua scripts
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\end{itemize}
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\end{frame}
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\subsection{Jasper - Game Logic}
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\begin{frame}
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\begin{itemize}
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\item Bullet integration
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\item Custom constraints
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\item Camera
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\item Simple animations
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\end{itemize}
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\end{frame}
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\end{document}
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slides/saxum_logo.png
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slides/saxum_logo.png
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