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add assignment 02 for 2016-17
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shearer12345 committed Sep 30, 2016
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94 changes: 85 additions & 9 deletions assignment/assignment_02_Brief.asciidoc
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= 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]
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[.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]
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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})
26 changes: 13 additions & 13 deletions assignment/assignment_02_CRG.asciidoc
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= Advanced Graphics Assignment 02 CRG 2016-17
shearer12345
John Shearer <jshearer@lincoln.ac.uk>

:imagesdir: ./assets/
:revealjs_customtheme: "reveal.js/css/theme/white.css"
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| Criterion | Weight | Pass (50%) | Merit (60%) | Distinction (70%) | Distinction+ (80%+)


| Some Criterion
| Some weighting (e.g. 10%)
| Pass point
| As for Pass, extra for Merit
| As for Merit, extra for Distinction
| As Distinction, plus extra
| Document
| 20%
| Document includes a list of features and screenshots/photos of each
| As for Pass, plus Document includes control keys (or other) for the demo
| As for Merit, plus Document reflects on the development
| As Distinction, plus the reflection is clear, concise and insightful

| TODO
| TODO
| TODO
| TODO
| TODO
| TODO
| Alternative platform implementation
| 80%
| The program runs on the alternative platform with at least model loading/displaying and particle effects
| As for Pass, plus Skelatal animation works
| As for Merit, plus performance is good - at least 30 fps consistently
| As Distinction, plus other advanced graphics features have been implemented (from assignment 01 or others)

|===

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