-
Notifications
You must be signed in to change notification settings - Fork 1
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
- Loading branch information
1 parent
52c5ebe
commit 69ee0c9
Showing
2 changed files
with
98 additions
and
22 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,17 +1,93 @@ | ||
= Advanced Graphics Assignment 02 Brief 2016-17 | ||
shearer12345 | ||
John Shearer <jshearer@lincoln.ac.uk> | ||
|
||
:imagesdir: ./assets/ | ||
:revealjs_customtheme: "reveal.js/css/theme/white.css" | ||
:source-highlighter: highlightjs | ||
|
||
[.clearfix] | ||
-- | ||
[.left] | ||
image::Chuckie_Egg_on_BBC_Micro.jpg[height=288] | ||
* The assignment aims to assess practical capability in targeting Graphics programs on to alternative platforms | ||
* The specific assignment and its requirements are detailed below. | ||
* The CRG is in the <<assignment_02_CRG.asciidoc#, CRG>> document. | ||
[.right] | ||
image::Pac-man.png[height=288] | ||
-- | ||
TODO | ||
== Graphics Features - summary | ||
|
||
* The assignment will use the modern programmable graphics pipeline, but not strictly constrained to a version | ||
* You will choose an alternative platform to target. Options include: | ||
** RaspberryPi (1, 2 or 3) | ||
** VR headset (e.g. Oculus Rift, HTC Vive) | ||
** WebGL (via Emscripten), or port to Javascript (or similar (coffeeScript)) | ||
** Android (from C++, or Java) | ||
** iOS (from C++, or objective-C, or Swift) (NOTE: you'll need your own OS X machine for this) | ||
** others after consultation with {author} | ||
|
||
|
||
NOTE: some hardware features may not exist on all platforms, and alternative platforms may have other hardware/software/OS differences | ||
|
||
* The assignment is a technical showcase, rather than a (complete) game | ||
|
||
* Your program should be useable with mouse and keyboard on a PC-like machine, or through using touch on other devices | ||
|
||
== Submission | ||
|
||
* Submit to Blackboard | ||
** a PDF of your document | ||
** your supporting zip file, including the video, as specified in the following | ||
|
||
== PDF Documentation | ||
|
||
* Submit to Blackboard | ||
** summary document of features implemented, with screenshots of each (or photos on mobile platforms, if you prefer) | ||
** discussion of features from assignment 01 that were challenging on the alternative platform, with rationale for those found to be impossible and possible alternative approaches for them | ||
** reflection on the development process | ||
** at least four *photographs* of your game running on an alternative platform | ||
|
||
== Supporting content for your submission (required) | ||
|
||
* Submit to Blackboard, a single *.zip* file containing: | ||
** all your C++ source code (or alternative language if you've ported source to another language) | ||
** all your shader source code (if not in your C++ source) | ||
** files sufficient to create a working build environment (e.g. conan.io files, cmake files) | ||
** all your assets (models, textures) | ||
** a compiled executable, or similar (platform dependent) | ||
** a video of your program in action on the alternative platform (at least 30 seconds long; at a good quality (it may be phone camera video on appropriate platforms) | ||
*** use https://obsproject.com/[OBS], http://www.fraps.com/[fraps], or other tools of your choice | ||
*** the video should show all the features implemented | ||
|
||
== Languages / Toolkit (what you can use) | ||
|
||
* If using C/C++ | ||
** You *MUST* use appropriate support libraries: | ||
** SDL2, SDL2_image, SDL2_ttf | ||
** GLEW | ||
** GLM | ||
** ASSIMP | ||
** Check with {author} ({email}) for any others | ||
* If porting to another language, you can use any appropriate libraries | ||
** subject to constraints following | ||
|
||
== Languages / Toolkit (what you can use) 2 | ||
|
||
* You *MUST* makes the calls into OpenGL yourself | ||
* You **CANNOT** use **ANY** tutorial code from the web, even if you cite it - you must write the code | ||
* You **CANNOT** use an existing object-oriented wrapper (e.g. oglplus) | ||
** but you can write and use your own if you like ... | ||
* You **CANNOT** use a graphics engine (e.g. Ogre3D, Irrlicht, Three.js) | ||
* You **CANNOT** use a games engine (e.g. Unity) | ||
* If in doubt - **ASK** | ||
|
||
== Feedback | ||
|
||
* You will receive written feedback on Blackboard, as well as verbal feedback during development of your program. | ||
|
||
== Video | ||
|
||
* Your video will also be valuable to yourself as portfolio work | ||
* It will also be valuable to the School | ||
** to illustrate to students in following years what they'll be doing in the module | ||
** to enhance recruitment and visibility of the School | ||
** to support external examiners in seeing what your assignment looked like, without having to run code | ||
|
||
== Questions | ||
|
||
If you have questions please contact {author} ({email}) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters